Might (M): muscle and the ability to apply it. Might primarily relates to hand-to-hand combat, adding its modifier to rolls to-hit, damage, and when attempting feats of strength.
Kenning (K): observation, reason and memory. The Kenning modifier applies to the roll to know languages and to the arts of the Wizard. You play the character’s intelligence and cleverness, whereas Kenning represents their in-game knowledge and senses.
Faith (F): courage, faith, and intuition. The Faith modifier applies to rolls to the arts of the Cleric such as the roll banish horrors. You decide if the character chooses valour or cowardice, generosity or greed, whereas Faith represents their ability to call on supernatural aid in times of need and temptation.
Nimbleness (N): coordination and reflexes. The Nimbleness modifier applies to defense and rolls to perform feats of athletics.
Health (H): general fitness and endurance. The Health modifier applies to hit points per Hit Die and rolls to perform feats of endurance.
Wyrd (W): the brightness of a character’s thread in the tapestry of fate, leadership and force of personality. The Wyrd modifier applies to reaction rolls to influence NPCs, the number of henchmen or vassals allowed in the character’s retinue, and the loyalty of those under the character’s command. You play the character’s social skills, whereas Wyrd represents intangible fate that binds people together.
☞ Record the appropriate bonus for each ability score: