Attributes

Description and Usages

Physical Attributes

Physical Power

(sometimes abbreviated as PP)

The amount of strength and power contained within the muscles and skeleton of the character. Physical power is most often associated with a common factor, that being the amount of damage a martial focused character can exhibit, however, there are other important factors such as weight limits, uncommon movement skills (swimming/climbing), and proficiently wielding heavy weapons. Even If a character does not desire on solely increasing their raw power, Physical Power still has a multitude of other practical improvements to a character.

The primary intrinsic benefit of increasing strength is the character's weight limit which is numerically elaborated on below, although the numbers below portray the absolute maximum, the average weight (aka the amount you could hold in one hand and use as a weapon) is roughly 2/100ths or 2%. Throwing an object or individual that isn't resisting is equal to 5/100ths or 5% of the character's weight limit (note normally throwing is 1 action for miscellaneous objects but any object close to the character's weight limit would take all 3).

Similar to Dex there is no class that directly benefits off of Physical Power, however, the max Fury of the Makos Warrior relies partially on physical power.

Weight limits:

Weight described is the maximum possible weight in a controlled calm environment where the person in question is only lifting the object in question for a small period of time and focusing everything on doing so. Thus, actions besides lifting with all your strength is a variable below the maximum deduced through common sense.

0- 10 lbs

1- 80 lbs

2- 200 lbs

3- 320 lbs

4- 560 lbs

5- 1000 lbs

6- 2500 lbs

7- 3400 lbs

8- 4200 lbs

9- 5000 lbs

10- 6000 lbs

11+ multiply current weight limit by 1.1 and repeat with every additional point of physical power.

Dexterity

(sometimes abbreviated as Dex)

A versatile attribute, dexterity increases the speed of a character both in terms of movements and their attacks, increasing reaction speed, and a character's usage of lighter weaponry. At face value, Dexterity may seem incredibly strong, due to improving a character in almost every front, defensively and offensively. However, this is not recommended, for example, without increasing physical power from time to time, even whilst targeting weak spots with lightning fast attacks, should enemies high Vitality, the attack would effectively deal zero damage. Similarly, while a character could theoretically to choose to only invest in Dexterity for a defensive stat, that makes them exceptionally vulnerable to but a single feint or magical AOE (area of effect).

As far as intrinsic mechanical benefits of dexterity, every point of Dexterity increases a character's movement speed by 0.5 meters (at both 0 and 1 Dex the character has a 1 action speed of 0.5). For example, if a character has 10 Dexterity they would have the following movement options :
Move 5 meters (1 action)

Sprint 10 meters (3 actions)

Additionally, when a character is about to be attacked they will have a reaction as long as it is an attack that the character is aware of and is capable of reacting to. However, the type of reaction depends on the character's Dexterity, compared to the opponents Dex. Reactions are split into 3 types Minor (1 action, primarily only blocking or dodging), Full (which allows any 2 actions) and Major (which is any 3). It should be noted, that regardless of what type of reaction a character has, they may not use a move/sprint action during a reaction.

In terms of classes there is currently no class that has a sole focus on Dexterity towards its class specific functions, however, for the Knight class, there is a sub category of particularly dexterous knights (currently called swift knights) which gain their "Stamina" through a half and half mixture of Vitality and Dexterity. the reason for being half Vitality is due to the feature being stamina it heavily revolves around the existence of Vitality.

Vitality

(sometimes abbreviated as Vit)

An attribute of extreme importance to any character, as this stat directly determines your max HP and within the system it is the only way to increase your Max HP, unlike other systems where it may naturally rise with level or other features. While Vitality is rarely seen as part of skills it is notably required for certain important skills such as medium and heavy armor proficiency. Vitality should be one of the primary stats relied on for any character hoping to meet their foes on the front line, as without much Vitality, no matter how much Dex a character has, just one hit can spell their doom, the player would truly be gambling with their character's life.

Other than the intrinsic quality of increasing the maximum Health and inherent durability of the character, Vitality can also be noted as allowing a character to recover from more lethal wounds at a much more rapid pace. Additionally, should the character fall under a disease, poison, or general non-magical debuff that affects their body, this downsides will be reduced depending on the user's Vitality.

In terms of classes Vitality is the primary stat for the stamina system of most Knights , and is partially featured in Makos Fury, and Swift Knights.

Internal Attributes

Magical Power

(sometimes abbreviated as MP)

The Attribute that determines the Power, control, and overall prowess of one's magical abilities. In essence, this attribute functions similarly to Physical power, with the primary difference being that only magical classes can put into Magical power, and that magical power can effect delicate control and not just raw power. There is not much further to be elaborated on as the exact uses of increasing magic power heavily relies on the exact magical class one is playing with some rare exceptions of classes needing little to no magical power at all.

However, magical power does reside on a spectrum, generally the raw power and effectiveness of a Spirit Contractor will be higher than a Irae Mage , however, Irae Mages flourish in terms of versatility. Additionally. anybody can learn to become an Irae Mage, whilst contractors must be offered a rare opportunity by a Spirit . Nonetheless, the average for a moderate amount of raw magic power is set at normal (spirit contractor) as it represents what the common person imagines the bounds of magical power to reside at.

Irae Mage = 50% (until 25 MP)

Minor Spirit Contractor = 75%

Normal Spirit Contractor = 100%

Deshi = 100%

Highest rank of magic item = 125%

Major Spirit Contractor = 175%

Abyss = 175%

Anomaly = 200%

Legendary Spirit Contractor 250%

Unique Spirit Contractor 250%

Mind

The representation of the combined intellect and experience (aka wisdom) of a character, commonly invested heavily by character's seeking to be one step ahead of their opponent's by reading into their feints or exceptional analysis of weaknesses. Additionally, Mind is required to invest in creation skills, such as Blacksmithing and Alchemy . Higher Mind allows for creations which may incorporate higher complexity (Firearms ) or extraordinary materials (such as a Dragon Scale). Mind is also used for skills that require a degree of Intelligence or Wisdom, such as Engineering, Medicine, Tracking, or even a character's senses. Lastly, every point invested into mind gives 2 skill points, as per how classes work normally these two points are split, it should be noted the sheet handles this automatically.

Compared to other Attributes the intrinsic benefit of Mind is far more subtle, as it allows players the opportunity to predict attacks (such as feints) or notice an elusive weakness for an opponent.

As for classes that revolve around Mind there is the Inventor alongside the Captain, which is a subclass of Commander .

Soul

While primarily used to represent one's magical reserves, soul also functions as a character's degree of willpower in order to face the most monstrous abominations across the world without batting an eye. In a less direct manor Soul also improves the perceived confidence of a character which may makes them be interpreted as slightly more charismatic. Although it should be noted, just because a character has a large amount of Soul, that does not mean they are likely to get their way when talking, it is merely a slight boost to those who already perceive the character in a positive light.

For most classes other than magical classes their soul is counted as double, specifically for the purpose of willpower, however, there are certain exceptions such as : Fiend, Infiltrator, artificer, and tinkerer.

As mentioned previously the intrinsic benefit of soul is increasing magical reserves and willpower. Characters without at least 5 soul (after doubling) will suffer a -2 to all stats upon facing a Irae. However, for stronger Irae the amount of soul needed is higher, 12 soul is needed to not be debuffed when facing a C high or higher Irae, and 25 soul is needed to not be debuffed when facing an A rank Irae. These debuffs can stack, for example, if you have 0 soul and meet a A rank Irae, you would take -6 to all stats. Additionally, every 10 soul a character gains increases the stat boost from using a fate point by one, as such, at 20 soul a player could give a +4 to a stat when using a fate point.

Soul is only a primary stat for the Commander and Deshi , however, for magical classes while it is not a primary stat it is instrumental and practically required.

Milestones

An achievement of sorts by putting enough points into a particular stat, these milestones include every stat other than magic which is skipped because there is no common milestone when magic can vary greatly between classes. With the exception of soul, while these milestones do define a particular state, it is not so much a ability that is instantly gained upon reaching that amount in a stat rather than portraying examples of the gradual increase in a stat in different ways. Nonetheless, these milestones should not be looked down upon, regardless of the true hard cap on attributes a majority of common individuals within the setting do not reach 10 in any stat.

As a general milestone to be mentioned, 10 in an attribute is considered the human limit, for example, having 10 In Physical Power would be equivalent to being the world's strongest man on earth, alternatively having 10 in mind would make you the equivalent of the smartest or wisest person on earth.

Attribute Milestones (to 30)

Physical Power

2- Enough strength to use a weapon and wear heavy armor for combat

5- Can throw most objects with relative ease

10- enough strength to pierce and break Irae hide with bare hands

15- Can throw the average person 8 meters

20- Enough strength to dual wield greatswords without awkward movement

25- Crush rocks or bend any metal weaker than tungsten with bare hands.

30- Would be capable of stopping a building from collapsing for a few moments

Dexterity

2- Able to semi consistently use ranged weapons.

5- Fast and light-footed enough to sneak up upon any untrained individual.

10- Can run faster than the average horse led carriage.

15- Able to perfectly dual wield ALMOST any two weapons.

20- The possibility (emphasis on possible not plausible) of dodging a bullet exists.

25- In a sprint beats out most non-magical animals within the world.

30- Ranged attacks launched by this individual seem to always hit their target, regardless of distance.

Vitality

2- Can cover 16 hours of travel without being completely exhausted.

5- Iron somewhat struggles to cut your flesh.

10- Weak alcohols and minor poisons cease to affect you to any great extent.

15- Recovers from most nigh lethal injuries within a few weeks.

20- Skin on par with the average D rank Irae, and bones tough enough to almost be mistaken for tungsten.

25- Average people are incapable of injuring you outside of bombs or firearms.

30- Organs and other natural weak points can often survive a single direct attack.

Mind

2- Able to read and do basic math without any issues.

5- Smarter than the average individual, usually the "idea guy", "novice alchemist", or "infamous schemer" within a group.

10- Creation comes easily to the individual, whether it is creating experimental technology or making a slew of traps to bandit proof a village.

15- In fights these individuals are mistaken for a contractor of the time spirit by average individuals for their ability to infer an opponent's actions to a terrifying degree.

20- Whether it is blacksmithing, inventing, alchemy, or strategy, these are the best of the best and their creations and tactics are renowned throughout the world.

25- Most creations can be reverse engineered by a simple glace from this individual.

30- Even amongst a room of Stisedan researchers and inventors this individual would be smarter than a majority of them.

Soul

(the willpower/detailed Irae Sensing aspect of the stat)

2- Is able to not lose the will to fight at any major injury.

5- The point at which one can confidently face a Iraeidin.

10- Begins to start experimenting with advanced skills within Irae sensing.

15- Can confidently fight a majority of Iraeidin within the world.

20- Irae sensing becomes extremely skilled for either distance, detail, or passive.

25- Can confidently fight any Iraeidin within the world.

30- Mind magic that would make most feeble and useless struggles to affect these individuals.


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