Every PC has a number of statistics that describe them, from a mechanical stance. They are listed below.
Every PC begins the game with 10 max Luck. Luck can be burned to level up an aptitude (unless otherwise noted, every aptitude level requires 1 Luck to be burned); it is recommended at least 5 Luck is burned for this purpose before play begins. Luck can also be spent to automatically succeed on any roll, even after the outcome of the roll has already been determined. Each morning, 1 Luck is restored until it reaches the current max. Luck is gained at GM discretion, usually when a PC has accomplished some great feat or personal mission.
Every PC begins the game with 15 Wealth. Unlike Luck, Wealth cannot be spent or restored, only burned or gained. Most of the time, Wealth is burned to gain Equipment or to bribe NPCs. It is up to the GM what ‘Wealth’ represents, whether it’s a specific number of coins or something more abstract like honor, reputation, or influence.
Every PC has a list of Aptitudes – behaviors and feats that they excel in. It is possible for this list to be empty (as it technically is at the beginning of the game). The Aptitudes are split into two categories: Basic and Special. The list of aptitudes can be found here.
Basic Aptitudes all require burning 1 Luck to gain and give bonuses to various actions defined in the aptitude’s description.
Special Aptitudes require burning an amount of Luck listed with the aptitude itself, have prerequisites of Basic (and sometimes other Special) Aptitudes that must be gained before acquiring, and usually offer non-numerical bonuses, such as allowing the use of certain Equipment or giving extra actions in a turn.
Knowledge is not a numerical value, but simply a list of topics that a PC knows, which only affect rolls when that knowledge applies (e.g. in a debate or when giving a speech on that topic, tying a knot, butchering an animal, forging a sword, etc.). Recall of information committed to memory is automatic. Knowledge includes, but is not limited to: languages, methods, customs, literacy, sciences, concepts, beasts, plants, and spells. Spells go in the knowledge list and there aren’t that many, but they’re all very powerful (while a character’s starting knowledge is largely up to the players and GM, it is advised that PCs not be allowed to start with knowledge on any spells).
At the beginning of play, each character gains a background. Any knowledge that could be argued to be included in this background, they have inherently and need not write down every individual thing.
New knowledge is acquired during gameplay by the following (referred to as ‘Committing to Memory’): when a PC may have gained sufficient information to be knowledgeable on a new topic, they make a roll incorporating the Intellect aptitude if applicable. If they are knowledgeable of a topic that could be considered related, they have a threshold of 5, otherwise the threshold of understanding and retaining the new topic is 6.