Prowess
Prowesses represent broad range of ability. When the character has an active role they add one Prowess as bonus to a Test they make.
Prowesses have two values, active and passive. Active value is added as bonus to Tests. Passive value is the Difficulty for static effects created by the character. Passive Prowess is 10 + active value.
Hiding a camp, preparing a trap and setting a rumour afloat uses Passive Prowess as Difficulty for anyone attempting to notice, avoid or disprove.
List of Prowesses
Strength: Overcoming physical obstacles, athleticism and use of strength. Wield melee and thrown weapons.
Awareness: Senses and insight. Notice details, track and hunt. Wield ranged and Precise weapons.
Attunement: Use of magic. Sense magic and other worlds.
Intellect: Cunning and knowledge. Sneaking, hiding and acting unnoticed. Recall lore, heal and craft. Set traps and wield poisons.
Presence: Strength of personality and magnetism. Make friends, intimidate foes, entertain, lie and lead.
Defense
Defenses represent characters ability to resist threats. When the character is directly threatened they add one Defense as a bonus to the Test.
Being attacked, resisting poison, triggering a trap or dodging an area Hazard are direct threats.
When attempting to outrun an adversary, hiding from them or engaging in duel of wits use Prowess instead.
List of Defenses
Reflex: Reflexes and situational awareness. Reflex protects from external physical threats.
Vigor: Endurance, strength and health. Vigor protects from poisons and other internal physical threats as well as threats that can be opposed with strength and endurance alone.
Vigor increases hit-point maximum by Vigor bonus.
Will: Composure, focus and willpower. Will protects from mind affecting threats, fear, madness, magic and interrogation.