Attribute

Attributes are a resemblance of the characters genetical ability.

Amount of attribute point is fixed and are distributed deliberately

Skills can’ be trained higher than the amount of the corresponding attribute levels accumulated.

Attributes determine the training costs of a skill:

  1. if the attribute is greater than 20 it reduces training cost by 2 xp per point
  2. if the attribute is lesser than 20 it increases training cost by 3 xp per point
AttributeEffect onAssociated skills
Agility: Reflexes & FlexibilityAttack
Defense (Evade & Dodge)
Initiative
Movement
Armor
Weapon
Charisma:   it determines how easy or difficult it is for the PC to hold together a party of differing alignments, and it determines who the PC can romance. I would cast “Friends” to up the charisma of the lead character and the party talked their way out of more combats. Charisma can also increase locally by doing heroic acts in the relevant town. It is not about beautiy but more about personality and negotiationAscension
Prayer
Haggling/Barer
Leadership
Persuade
Dexterity: Hand eye coordinationCritical StrikesCrafting
Lockpicking
Traps
Weapon (esp. Bow)
Intelligence, Sagacity: Knowledge & MemorySpells (Amount, Tier)Bartering
Languages
Lockpicking
Persuasion
Talking ( Dialogue options )
Traps
Persuasion
Intuition; Resistance to stress, Make the right decision, Guide others
Perception: Vision Range
Strength: Attack
Bash doors
Carrying capacity (10kg – 50kg, normal 20kg)
Damage
Movement
Poise
Armor
Weapon
Vitality:Hit Points
Movement
Resistance to Poison / Disease
Stamina
Vision Range
Armor (Cloth)

Attribute levels

ValueLevelDescription
0 – 10not possible
10 – 14poorcrippled, cursed
15 – 19below averagestarting value when creating a character
20 – 24average
25 – 29abletrained or talented
30 – 34outstandingtrained and talented
35 – 39mastertrained and talented, main focus of self improvement
40 – 44ascendedonly reachable if ascended
45+divine

Raising an attribute

There are two ways to raise an attribute:

  1. Advancement in the characters class (+1 class specific attribute, e.g. warrior gets +1 strength)
  2. Spend attribute value * 100 xp (raising an attribute from 14 to 15 costs 14 * 100 xp = 1400 xp)

Improvements

Traits: This note detailed the old Class and Traits system. Originally, genetic traits did not exist in the game and instead, traits were more like “talents”. A character could have major talents which give massive bonuses to mana, and minor talents which gave small bonuses to other areas.

Negative attributes: I think the most innovation in attribute scores is that it adds negative attributes (things like avarice or superstition) to the mix. Makes up for some pretty fun gameplay situations.

Declined

Random increases: Your characters also get stat increases on level-up, but they are completely random. Apparently this leads some power-gamers to save before a level-up and re-load their game if they don’t like the stat increases.

Randomness in Character creation: There is really no need to keep random values in character generation and development – all you do is forcing players to endlessly reroll the dice, reload the gamestates until finally the results are acceptable. Character management should by complex and interesting enough without such shenanigans.

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