--- title: Anatomy of a Player Character path: awq cover: showInHeader: false meta: publicationDate: 2025-10-08T08:43:00.000Z status: draft isFeatured: false tags: [] seo: noIndex: false --- Every model shares some common abilities ## Main Characteristics Characteristics define the innate abilities of a model, and each characteristic has two skills associated with it - **Weapon Skill (WS):** Aptitude in landing and avoiding blows in close combat; governs _Melee_ and _Defence_ - **Ballistic Skill (BS):** Capability of Hand-Eye-Coordination; governs _Skirmish_ and _Evasion_ - **Strength (S):** Used for brute force, stamina and might; governs _Brawn_ and _Toil_ - **Toughness (T):** Resistance to physical Trauma; governs _Consume Alcohol_ and _Endurance_ - **Initiative(I):** Reflects speed of thought and perception; governs _Perception_ and _Outdoor Survival_ - **Dexterity (Dex):** Affinity for performing fine and delicate manual tasks; governs _Skullduggery_ and _Tradecraft_ - **Agility (Ag):** Physical coordination and natural athleticism; governs _Stealth_ and _Athletics_ - **Intelligence (Int):** Power of thought, analysis, and understanding; governs _Intuition_ and _Education_ - **Willpower (WP):** General strength if mind; governs _Cool_ and _Animal Handling_ - **Fellowship (Fel):** Ability to get on with people; governs _Leadership_ and _Charm_ ## Secondary Characteristics - **Corruption Threshold (CT):[^*]** Ability to withstand _Mutation_ - **Insanity Threshold (IT):[^*]** Ability to withstand _Insanity_ - **Wounds (W):** Number of wounds a model can endure before _out of play_ - **Movement (M):** Indicator of how far a model can move under normal conditionsA - **Fate Points (FP):[^*]** Can be used to avoid certain death and dark fates - **Luck Points (LP):[^*]** Used for Re-rolls - **Attacks (A):** Indicator of the numbers of attacks a character can make in a single round - **Magic (Mag):** Denotes the Model's Wizard Level ## Skills Used in _Checks_ - **Melee (WS):** Used to make _Melee Attack_ actions - **Defense (WS):** Used to defend against a model's _Melee Attack_ action - **Shooting (BS):** Used to make _Ranged Attack_ actions with _Missile_ weapons - **Throwing (BS):** Used to make _Ranged Attack_ actions with _Throwing_ weapons - **Brawn (S):** Used for immediate feats of strength - **Toil (T):** Used for prolonged manual labor - **Consume Alcohol (T):** Used for resisting short-term hazards like alcohol and poison - **Endurance (T):** Used to endure hardship, withstand deprivation, and survive harsh environments - **Perception (I):** Used to notice things - **Dodge (I):** Used to evade attacks and immediate hazards, e.g. Traps - **Stealth (Ag):** Used for moving quietly and concealing - **Athletics (Ag):** Used for running, jumping, climbing, and swimming - **Streetwise (Dex):** Used for picking locks or pockets, disarming traps and other feats of Sleight of Hand - **Crafting (Dex):** Used when crafting trappings - **Intuition (Int):** Used for detecting subterfuge and determining value of objects - **Education (Int):** Used for recalling relevant information - **Cool (WP):** Used to remain calm under stress, resisting fear, and psychological coercion - **Animal Handling (WP):** Used to charm, train, and care for animals - **Leadership (Fel):** Used for intimidation, command, and coercing obedience; often resisted by _Discipline_ - **Charm (Fel):** Used for deceiving, blathering, haggling, gossiping; usually resisted by _Intuition_ ## Traits Inherent abilities often based on Species, examples include Flier (for flying Monsters), Dark Vision, Mutation, and so on ## Lore[^*] Define what a character knows and specialist skills and come in the following categories - _Academic:_ Represent various academic fields like Accountancy, Anatomy, History and Law - _Cultural:_ Represent the knowledge of social groups and language - _Enemy:_ Represent the knowledge of adversaries and how to effectively combat them - _Environment:_ Represent the knowledge of surviving in various hazardous environment - _Magic Lores:_ Represent the knowledge of the various forms of magic and enables casting spells from them+ - _Specialist Weapon Groups:_ Represent training with special weapons like Polearms, Two-Handed Swords, Blackpowder Guns - _Trade Lores:_ Represent the knowledge and ability to create certain trappings or work in certain fields, example Blacksmith, Weaver, Engineer, Artist - _Vehicle Lores:_ Represent knowledge in operating vehicles and mounts ## Talents[^*] Represent certain knacks, tricks and innate abilities a character has, examples would be Ambidextrous, Aetheric Attunement, Menacing or Acute Senses ## Maneuvers[^*] Represent special combat actions and tactics a character can employ during combat, examples include Formation Fighting, Disarm, and Shield Bash ## Careers[^*] Represent building blocks of a character, that provide certain skills, lores, talents, maneuvers, etc. [^*]: Only applicable for _Player Characters_