Attributes

Attributes are the foundation of character development. Attributes determine the base physical, mental, and influential capabilities of a character. There are two distinct types of Attribute ; Point Attributes and Pool Attribute.

Pool Attributes

Every character is possessed of four Pool Attributes; Health (HP), Endurance (EP), Focus (FP), and Disposition (DP). These Pool Attributes are the resources used to fuel and execute Abilities, as well as a measure of your character's vitality. Each Pool Attributes' score is initially derived from the sum of the corresponding Point Attributes.

Point Attributes

Every character is possessed of eight Point Attributes at their core; Strength (Str), Fortitude (Frt), Dexterity (Dex), Stamina (Sta), Intellect (Int), Spirit (Spi), Appearance (Apr), and Persona (Per). These Point Attributes affect and shape every aspect of a character's life. Each Point Attribute begins with a score of 6, and an additional 52 points to be distributed amongst them. No Point Attribute may exceed 20 during character creation, nor dip below 6. Point Attributes determine the base value of your Pool Attributes, and each provide modifiers to a variety of Statistics.

Score Modifier
0-1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
Health

Health (HP) is the measure of the character's vitality, and indicates the amount of damage a character can take before falling in battle. In some cases Health may be utilized as a resource to fuel Abilities, but this is not the primary purpose. Health is derived from the sum of the character's Strength and Fortitude scores.

  • Health = Strength + Fortitude
  • Health Regeneration per Second = ((Fortitude Modifier + 6) * 10 / 60
Strength

Strength (Str) measures a character's physical power; the ability to pierce armor, interrupt actions, and deflect attacks.

  • Armor Penetration
  • Ability Disruption
  • Deflect Avoidance
Fortitude

Fortitude (Frt) measures a character's toughness; the rate of health regeneration, the ability to resist pain, and the ability to ignore wounds.

  • Health regeneration
  • Physical resistance
  • Toughness
Endurance

Endurance (EP) is the measure of a character's energy, and serves as the primary resource for executing primarily physical Abilities. In some cases Endurance may be utilized as a resource for non-physical Abilities, but this is not the primary purpose. Endurance is derived from the sum of a character's Dexterity and Stamina scores.

  • Endurance = Dexterity + Stamina
  • Endurance Regeneration per Second = ((Stamina Modifier + 6) * 10) / 60
Dexterity

Dexterity (Dex) measures a character's physical coordination; the accuracy of actions, the ability to dodge injury, as well as the ability to execute quickly.

  • Accuracy
  • Haste
  • Dodge avoidance
Stamina

Stamina (Sta) measures a character's vigor; the rate of endurance regeneration, the ability to endure disease, as well as the ability to ignore fatigue.

  • Endurance regeneration
  • Noxious resistance
  • Armor allowance
Focus

Focus (FP) is the measure of a character's cognition, and serves as the primary resource for executing mental Abilities. In some cases Focus may be utilized as a resource for non-mental Abilities, but this is not the primary purpose. Focus is derived from the sum of a character's Intellect and Spirit scores.

  • Focus = Intellect + Spirit
  • Focus Regeneration per Second = ((Spirit Modifier + 6) * 10) / 60
Intellect

Intellect (Int) measures a character's mental prowess; the perception of opportunity, the ability to plan effectively, and...

  • Criticality
  • Expertise
  • NEED DEFENSIVE BONUS! CDR?

NOTE: Defensive Bonus/CDR used to be leveling, pruned.

Spirit

Spirit (Spi) measures a character's willpower; the rate of Focus regeneration, the ability to resist intangible forces, as well as the ability to maintain concentration.

  • Focus regeneration
  • Immaterial resistance
  • Resolve
Disposition

Disposition (DP) is the measure of a character's ego, and serves as the primary resource for executing influential Abilities. In some cases Disposition may be utilized as a resource for non-influential Abilities, but this is not the primary purpose. Disposition is derived from the sum of a character's Appearance and Persona.

  • Disposition = Appearance + Persona
  • Disposition Regeneration per Second = ((Persona Modifier + 6) * 10) / 60
Appearance

Appearance (Apr) measures a character's physical remarkability; the ability to inspire nearby allies, intensely manipulate enemies, and cause others to second-guess themselves.

  • Compulsion
  • Confidence
  • Reluctance
Persona

Persona (Per) measures a character's bearing; the rate of Disposition regeneration, the ability to resist others’ will, as well as the ability to command allies.

  • Disposition regeneration
  • Compulsion resistance
  • Charisma