Core Stats & Skills

The core mechanical systems that drive every roll, check, and decision in Einsol's Razor, from Core Stats to Skills and the Aptitude system.

Core Stats

Core Stats are numbers that represent your character's natural capabilities, they determine how strong, smart, quick, and charming your character is. Your Core Stat value is used directly in formulas for Skill Checks, Attacks, Defense Rolls, and more.

STR

Strength

Physical power, melee combat, carrying capacity.

END

Endurance

Health, stamina, resistance to poison/disease.

AGI

Agility

Speed, reflexes, dodging, stealth.

COG

Cognition

Intelligence, problem-solving, technology use.

INT

Intuition

Awareness, perception, reading people.

CHA

Charm

Personality, persuasion, leadership.

Why They Matter

These scores affect almost everything your character does, from swinging a sword to hacking a computer to convincing a guard to let you pass.

Which abilities matter most? It depends on your Class and eventual Subclass. Each Class has different Optimal Core Stat that bolster their capabilities, and each Subclass has a specific Core Stat that reflects the key talents needed to excel.

Core Stats can also be modified by factors like Genotype/Lineage, magic, and equipment.

Defense Scores

Your three Defense Scores are calculated from your Core Stats:

Fortitude

Endurance + Strength

Reflex

Agility + Cognition

Will

Intuition + Charm

Core Stat Generation

Your Game Master will tell you which method to use. The most common method is Point Buy.

Point Buy

Recommended
  • All six Core Stats start at 0
  • You have 9 points to spend raising them
  • You cannot raise any Core Stat above 3 at Level 0
Core StatPoint Cost
00
11
23
35

Random

  • Roll 1d4−1 for each Core Stat
  • Repeat 6 times and assign to your stats

Standard

Using the following scores, place them in the abilities you desire:

221110

Don't forget! Remember your Genotype Core Stat bonuses. Some Genotypes specify a Core Stat that gets bumped, others let you choose. View Genotypes →

Skills

Skills represent abilities your character possesses that allow them to perform certain tasks more effectively. Each Skill is tied to a specific Core Stat.

Skill Checks

Roll dice to see if your character succeeds at something that isn't automatic, like sneaking, climbing, or persuading someone.

Skill Aptitude

Aptitude represents your training and proficiency. When you have Aptitude in a Skill, you can use it effectively and add your Aptitude Dice. You acquire your first Aptitude Dice (d4) at Level 1.

Duplicate Aptitude: When a character would gain Aptitude in a Skill they already have, such as from a Feat or ability, they instead gain +2 Aptitude Points in that Skill.

Strength (STR)

Brute Force

Using raw power to break down doors, smash locks, or push through barriers.

Intimidation

Projecting dominance and threat to persuade or manipulate others into compliance.

Endurance (END)

Durability

Gauging the ability to survive environmental hazards, negative Conditions, or avoid Injuries.

Stamina

Sustaining athletic movements like grappling, sprinting, climbing, jumping, and swimming.

Agility (AGI)

Parkour

Quick, precise movements over challenging or vertical terrain without losing balance or speed.

Stealth

Sneaky movements to avoid detection and traverse terrain unseen and unheard.

Stunts

Performing acrobatic actions with agility, skill, and daring.

Thievery

Quick and discreet actions like pickpocketing, stealing objects, and lock-picking.

Cognition (COG)

Crafting

Using a Toolkit to craft objects, you can add your Aptitude Dice to Crafting Skill Checks.

Critical Thinking

Analyzing and evaluating evidence and information to uncover truth, solve puzzles, and reveal hidden details.

First-Aid

Treating wounds, diagnosing illnesses, and stabilizing creatures; can reduce effects of Minor and Serious Injuries.

Hacking

Accessing and manipulating digital systems, bypassing security, and gathering sensitive information.

Linguistics

Understanding, speaking, reading, and writing different languages and codes, including ancient or exotic scripts.

Recall

Drawing upon memories and knowledge of past events, personal history, influential figures, religious teachings, or legendary artifacts.

Survival

Applying knowledge of urban and natural environments to ensure survival, including foraging and tracking.

Rationalism

Using scientific knowledge to interpret and understand creatures, mysteries, technology, and artifacts of the cosmos.

Technology

Operating, repairing, and understanding technological devices, including machinery, weapons, and computers.

Intuition (INT)

Awareness

Noticing and detecting physical and sensory information in your environment.

Faith

Performing religious ceremonies, praying for divine intervention, or interpreting divine signs.

Fight-or-Flight

Instinctively sensing approaching danger or threats to your safety from creatures or situations.

Magic

Tapping into Einsol’s ancient magic to explore mystical lineage, uncover lost lore, and master Spell Weaving.

Naturalism

Harnessing an intuitive connection with nature for understanding and interacting with the environment.

Nuance

Using gut feelings to discern intentions and navigate complex social interactions with intuitive finesse.

Charm (CHA)

Coercion

Using force of presence or verbal aggression to coerce or threaten others.

Con-Artist

Assessing the effectiveness of your ruse while offering misleading information or masking your true intentions.

Dishonesty

Deceiving others and concealing information through outright lying.

Diplomacy

Assessing group dynamics in order to resolve conflicts and negotiate for mutually beneficial outcomes.

Insight

Reading emotions and body language of a specific individual to determine trustworthiness and motivations.

Performance

Entertaining others through singing, acting, playing instruments, and other creative endeavors.

Persuasion

Convincing others and influencing their views, beliefs, and actions.

Aptitude System

Aptitude is representative of your training and proficiency in different Skills, Vehicles, Toolkits, Weapons, and Armor. When a character has Aptitude in something, you can use it effectively.

Aptitude Dice

As characters advance in level, their Aptitude Dice passively grows in power, reflecting their increasing mastery. You acquire your first Aptitude Dice (d4) at Level 1.

Maximum Aptitude Bonus (MAB)

The MAB is the highest possible number on your Aptitude Dice.

What Aptitude Allows

  • Use of specific Armor, Weapons, and Toolkits
  • Use of Aptitude Dice to be added to Skill Checks

Aptitude Points

As characters grow, they can hone their expertise through dedicated training and practice. Aptitude Points represent the time and focus characters invest in mastering specific Skills, Vehicles, Toolkits, Weapons, Armor, or Iconic Gear.

Earning Points

Starting at Level 1, a character gains 1 Aptitude Point per level.

Investing Points

Each Level, a character invests their Aptitude Point in a Skill, in a piece of Iconic Gear they carry, or to unlock the use of one specific piece of gear.

Invested in a Skill

Each Aptitude Point invested in a Skill grants a permanent flat +1 Bonus to that Skill's Checks.

Unlocking Gear

An Aptitude Point can be spent to unlock the ability to use one specific Vehicle, Toolkit, Weapon, or piece of Armor (i.e. SMG, Basic Car, Magnum, Adorable Bunny Ears).

Invested in Iconic Gear

An Aptitude Point invested in a piece of Iconic Gear raises it one Tier. See Iconic Gear →

Initial Aptitude

Gaining Aptitude for the first time (from Background, Class, etc.) grants +3 Points in that Skill.

Duplicate Aptitude

Gaining Aptitude you already have grants +2 Points instead.

Specific, Not a Category: Unlocking gear with an Aptitude Point grants the use of that one named piece only. It does not give Aptitude in a category (i.e. Martial Weapons, Heavy Armor, Land Vehicles).

Aptitude Cap: A Skill cannot exceed 10 Aptitude Points from all sources combined. Iconic Gear caps at Tier 4.

Skill Aptitude Point Progression

As points accumulate, a character unlocks additional Aptitude Dice usage and a daily auto success.

PointsUnlocked
3Gain Aptitude in the Skill. Add your Aptitude Dice to Skill Checks.
6Gain +1 daily Aptitude Dice for this Skill only. Can be rolled alongside your Aptitude Dice. Resets on Long Rest.
9Gain +1 daily Aptitude Dice for this Skill only. Can be rolled alongside your Aptitude Dice. Resets on Long Rest.
10Once per day, declare an automatic success on a Skill Check using this Skill. Resets on Long Rest.

Note: Your Core Stats are always applied to Skill Checks as normal and do not count towards Aptitude Points.

Ready to Build Your Character?

Now that you understand the core mechanics, put them into practice.