Wits

Wits is how fast your brain works. Being quick-witted keeps you on your toes in social situations as well as alive in combat. This is used for skills that require you to think fast and adds to initiative rolls in combat. Normally the defender wins ties in combat—unless the attacker has a sufficiently high Wits score, in which case he or she successfully attacks in the event of a tie. This doesn't apply if the defender also has a Wits of 14 or higher, in which case the two Wins Defence Ties benefits cancel each other and the defender again wins the tie. Interrupts can be used even if the character was surprised or otherwise would lose initiative. Wits is can also be used for learning new skills.
Rating	Initiative 	Dodge/Parry	Other bonuses
0 	Always last	Impossible 	No defence possible
1 	-15 	-13 	
2 	-12 	-9 	
3 	-9 	-6 	
4 	-7 	-4 	
5 	-5 	-3 	
6 	-3 	-2 	
7 	-2 	-1 	
8 	-1 	0 	
9 	0 	0 	
10 	0 	0 	
11 	0 	+1 	
12 	+1 	+1 	
13 	+1 	+2 	
14 	+2 	+2 	Wins defence ties
15 	+3 	+3 	Wins defence ties
16 	+3 	+3 	Wins defence ties
17 	+4 	+4 	1 Interrupt per fight and wins ties
18 	+5 	+4 	1 Interrupt per fight and wins ties
19 	+5 	+5 	1 Interrupt per fight and wins ties
20 	+6 	+5 	1 Interrupt per fight and wins ties
21 	+7 	+6 	2 Interrupts per fight and wins ties
22 	+7 	+6 	2 Interrupts per fight and wins ties
23 	+8 	+7 	2 Interrupts per fight and wins ties
24 	+9 	+7 	2 Interrupts per fight and wins ties
25 	+9 	+8 	3 Interrupts per fight and wins ties
Category:Attributes
Category:Codex