
Foundations
“What is bred in the bone will not come out of the flesh.”
— Traditional English proverb
Foundations
Section titled “Foundations”Foundations are the inborn potential of each character. Barring aging, trauma, or rare Storyteller events, they do not drift session to session. They feed every dice pool and shape how quickly Skills improve through Practice.
There are nine Foundations, grouped by domain:
Physical
Raw power, lifting, striking force, physical dominance
Speed, precision, balance, fine motor control
Endurance, hardiness, resistance to fatigue and hardship
Mental
Reasoning, learning, memory, problem-solving
Awareness, observation, noticing the hidden or out-of-place
Willpower, mental fortitude, capacity to keep going
Each Foundation is rated on a narrow scale:
| Rating | Meaning |
|---|---|
| 1 | Below average |
| 2 | Average |
| 3 | Above average |
Values of 0 or 4 are technically possible — rarities for extreme cases (severe disability or legendary freaks of nature), and only with Storyteller approval and a matching Trait.
Where Foundations Matter
Section titled “Where Foundations Matter”| System | Interaction |
|---|---|
| Dice pools | Foundation is always part of pool size (Skills too, except Primitive actions). |
| Skills / Practice | Each Skill has a ruling Foundation. Foundation 3 halves Practice thresholds; Foundation 1 doubles them. |
| Exertion | Maximum pool = Resolve + Constitution + Charisma. |
| Echo capacity | max(Strength, Dexterity) + Intellect + Authority. |
| Harm | Each Foundation has a paired Harm track; Harm reduces effective Foundation. |
| Character Creation | Start at 1; free points, Birth Omen, and The Wanting all adjust Foundations. |
See also: Human Potential for how Foundations sit beside Skills, Traits, and Exertion.
