//"It doesn't matter if I win. It matters if I don't try." -- Emory
Courage is strength in the face of grief or pain. It's not just a willingness to do something, but to do it when there's every reason to hold back.
Courage lets you fight when afraid, speak when being shouted down, stand up when you're injured, or take an unpopular stand.
Flip to get a hit.
//"Emory! Fall back! This isn't our fight!" -- Tana
Courage can twist into cowardice or recklessness. Not everyone knows the right time to run from a battle, or when a battle really needs to be fought. And not everyone is prepared to fight every battle they face.
Flip when a prompt is narrated by anyone.
//"I only came here to see you!" -- Basler
The essence of charm is creating a bond with someone. Make them feel interesting, or appreciated, or just part of something cool.
Charm lets you awe, wow, surprise, or comfort people. It gets you through tough situations with style and panache, making people move aside for you or get behind you through force of personality.
Flip to get a hit.
//"Listen, city boy. Stop talking or I'll cut your tongue out." -- Woody
Some people can become enraptured by their own ability to impress and influence. They buy into the story they're selling, until reality intrudes.
Others see charm as deceit, and will trust you less.
Flip when a prompt is narrated by anyone.
//"My eye watches the target. My hand lets go the bowstring. I do nothing." -- Woody
You do things without thinking. Your heart, your conscience, a divine command, or something guides your actions.
Instinct lets you act when everything says to hesitate, or when uncertainty overwhelms you, or when speed counts more than reason.
Flip to get a hit.
//"So, he was a king's guard in disguise. He looked like a bad guy!" -- Woody
Only fools rush in, and this time, you were the fool.
Flip when a prompt is narrated by anyone.
//"I don't know, I just felt ... something ... flow through me!" -- Tana
The mystical, the eldritch, the arcane. The Power has many names. What do you call it?
You can achieve a variety of supernatural outcomes with magic, such as healing, curses, enchantments, and more.
Flip to get a hit.
//"The Power is much like the ocean. You can sail in it, or drown in it." -- Tana
When called, the Power always comes. That doesn't mean you can always command it.
The costs and consequences of using magic can be anything, even for a familiar spell.
Flip when a prompt is narrated by anyone.
//"Basler, where did you get that knife from?" -- Tana
You deal in concealment, stealth, and subterfuge. Your tools are things people don't want known, or weren't expecting.
You could use hidden weapons, court gossip, cloak-and-dagger skulduggery, or the secrets of the heart.
Flip to get a hit.
//"You don't wanna know" -- Basler
The problem with secrets is keeping track of who knows what. The value of a secret is lost once it's revealed. And some secrets weigh on the conscience.
Flip when a prompt is narrated by anyone.
//"Y'see, this gizmo here can automatically pick any lock in the kingdom!" -- Basler
You focus on science, technology, or artifice to get things done.
This could include familiar inventions like handguns or balloons, or magitek such as glowing crystal fire-rods, or products of magic such as alchemical potions.
You can use, repair, or replace your toolkit of inventions.
Flip to get a hit.
//"The gizmo broke and I gotta fix it. Well, at least I have my tools." -- Basler
Nothing works perfectly, especially new inventions that have seen more use than testing.
Flip when a prompt is narrated by anyone.
//"The mind directs the body's power. I get it now." -- Basler
Through exercise, mindfulness, and practice, you've learned to use your own mind and body as a tool.
Training lets you fight, move, and act with grace, power, and precision. You can push your own abilities past normal limits, or unlock new ones.
Flip to get a hit.
//"Well, I can't pick locks with my fingernails, can I?" -- Basler
Your discipline is demanding, and while your body is versatile and powerful, it can't compete with everything.
Flip when a prompt is narrated by anyone.
//"The world is full of opportunities!" -- Basler
Characters who live by their wits take advantage of the things (and people) around them. They turn difficulty into opportunity, or find a new way to look at a situation.
Wits lets you find solutions within the problem you face, create plans, and know when to abandon those plans.
Flip to get a hit.
//"When I said people were gullible, I didn't mean me too!" -- Basler
No battle plan survives contact with the enemy, but not all planners are humble enough to realize that. Getting by on the world can sometimes mean exploiting people, or seeming like you're doing so.
Flip when a prompt is narrated by anyone.