Might (MIG) Might represents a character's physical and spiritual strength, brute force as well as their ability to channel powerful magic. During interactions, it can be useful for intimidating displays and acts of brute force. In combat, it contributes to both Damage and Healing as well as the Fortitude defense.
Constitution (CON) Constitution is a combination of the character's overall health and stamina. Although it is not used much in interactions, it is sometimes checked to withstand pain or endure a physically taxing ordeal. In combat, it affects maximum Health and Endurance and contributes to the Fortitude defense.
Dexterity (DEX) Dexterity is an abstraction of a character's hand-eye coordination, balance, and overall grace. In interactions, it can be used for sleight-of-hand and fast reactions. In combat, it affects the character's Action Speed with all attacks, spells, and abilities and contributes to the Reflex defense.
Perception (PER) Perception represents a character's senses as well as their instinctive ability to pick up on details. In interactions, it can be used to catch someone in a lie, to make an observant comment about their appearance, or to notice something happening in the background. In combat, it contributes to the Deflection and Reflex defenses and grants a bonus to Interrupt.
Intellect (INT) Intellect represents a character's logic and reasoning capabilities. In interactions, it can be useful for deduction, sudden realizations, and problem-solving. In combat, it contributes to the Will defense and influences Duration and Areas of Effect for all Abilities and Talents.
Resolve (RES) Resolve reflects a character's internal drive, determination, fearlessness, and the emotional intensity they can project to others. It can be useful for mental intimidation, leadership, and convincing performances. In combat, it helps characters maintain Concentration and contributes to the Will and Deflection defenses.