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Human Potential

“What…defines a person as a unique individual? A natural disposition? A face? A vocabulary of gestures? Are we born individuals…or do we mold ourselves into unique creatures through our experiences and accomplishments?”


Representing human capacity is delicate. We are limited, yet adaptable; we specialise; we can push past ordinary limits when will and body allow.

Kodranni separates that into four interlocking measures:

Pillar Role Chapter
Foundations Inborn potential. Nearly static (aging and trauma may shift it). Shapes what comes easy or hard — including Practice thresholds. Full list of nine
Skills Improvable practiced ability, grouped under six Archetypes (not classes). Improved through Practice. Full skill lists
Traits Binary specifics — techniques, conditions, languages, disabilities. You have it, or you do not. Custom, not rated
Exertion Will to push beyond the ordinary. Also the ledger for fatigue, hunger, and thirst. Max = Resolve + Constitution + Charisma

When a character acts, the Storyteller selects the best-fitting Foundation + Skill pair from the player’s described intent (see Marks & Tiers).

  • Advantage / Disadvantage set the die tier (d6 / d8 / d12) from context — not a stack of modifiers.
  • Traits may short-circuit the roll entirely, or force Advantage / Disadvantage.
  • Exertion may add one extra die (two when an Echo matches the moment).
  • Harm reduces effective Foundations track by track (Harm).

Echoes are continuity — deeds carried forward — not a fifth measure of potential.

Primitive animal-tier actions (run, jump, haul, notice, recall, hold composure) use Foundation only, plus optional Exertion.


If you have not yet: start with Dice Mechanics (when to roll), then Marks & Tiers, Omens, and Tide.

Then:

  1. Foundations — the nine inborn ratings
  2. Skills — Archetypes, Practice, full lists
  3. Traits — binary colour and permission
  4. Exertion — spend, restore, empty-pool penalty