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Human Potential

Foundations

“What is bred in the bone will not come out of the flesh.”
— Traditional English proverb


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

Strength

Raw power, lifting, striking force, physical dominance

Dexterity

Speed, precision, balance, fine motor control

Constitution

Endurance, hardiness, resistance to fatigue and hardship

Mental

Intellect

Reasoning, learning, memory, problem-solving

Perception

Awareness, observation, noticing the hidden or out-of-place

Resolve

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.


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.