Attributes
There are eight attributes that contribute to every mechanical aspect of your character. An attribute score of 9 is the anchor point of a character's capabilities. It is the middle point between where attribute modifiers begin improving or deteriorating. Attributes below 9 have a negative modifier, each point below 9 makes that negative worse. Attributes above 9 begin to contribute towards a positive modifier, but the modifier only increases every 3 points above 9. See Below:
Positive Modifier Scale
Attribute |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
Modifier |
0 |
0 |
0 |
+1 |
+1 |
+1 |
+2 |
+2 |
+2 |
+3 |
Negative Modifier Scale
Attribute |
9 |
8 |
7 |
6 |
5 |
4 |
3 |
2 |
1 |
0 |
Modifier |
0 |
-1 |
-2 |
-3 |
-4 |
-5 |
-6 |
-7 |
-8 |
-9 |
There is no upper limit to an attribute's score, although seeing attribute scores in excess of {
24} is rare as beings with attributes that high are legendarily exceptional in regards to that attribute. Having a 0 in an attribute is equally rare as that means the creature is literally incapable of exhibiting traits of that attribute, such as being unable to think (knowledge) or unable to manipulate their environment in any physical way(Strength).
Strength
The attribute that represents raw physical power. Strength is how you measure how well your character can do the following:
- Might saving throws
- Athletics skill checks
- Weapon attack and damage rolls (most melee and thrown weapons, some ranged weapons)
- Clash damage during engagements
- Thrown weapon attack range
- Carry weight
- Push, pull, and drag calculations
- Jumping height and distance
A character with a high strength score is able to physically manipulate its surroundings with ease, often being large, dense, or muscular in nature. Creatures such as Giants, or Dragons typically have high strength due to their size, while creatures like Oxen, or Ants might have a strength score higher than you would think for their sizes due to their physical capability. A character with a low strength score does not always have to be whimpy and frail however. A low strength character could simply have a debilitating injury, such as weak knees, a missing arm, or they could simply be young of age for their race, or in their elder years. All said and done, Characters with lower strength scores are not as physically capable as those with higher scores.
Durability
The attribute that represents physical hardiness and the ability to resist or endure through ailments and maladies. Durability is how you measure how well your character can do the following:
- Might saving throws
- Maximum Health Points
- Endurance and resiliance skill checks
- Attrition reduction
- Death Saves
- Exhaustion recovery
- Natural healing factor (NHF)
- Standing grit threshold (SGT)
A character with a high durability score is best explained as hardy, and able to withstand higher amounts of injuries and more deadly strikes. They are much more likely to fight off poisons, diseases, or other bodily injuries, and they are more capable of going without sleep, or sustenance for longer periods of time.
Swiftness
The attribute that represents agility, speed, and reflexes. Swiftness is how you measure how well your character can do the following:
- Reflex saving throws
- Sleight of hand skill checks
- Base movement speed
- Melee weapon attack rolls
- Initiative rolls
- Action points gained per turn
- AC (avoidance class)
- Parry limit
- Deflect limit
A character with a high swiftness score is capable of incredibly rapid movements in the blink of an eye.
Control
The attribute that represents precision, grace, and flexibility. Control is how you measure how well your character can do the following:
- Reflex saving throws
- Acrobatics, sleight of hand, and stealth skill checks
- Allmost all weapon attack rolls
- Some weapon damage rolls (finesse, precise)
- Most ranged weapon damage rolls
- AC (avoidance class)
- Grit points
A character with a high control score is adept at controlling their body movement with precision. They are capable of moving with an enhanced degree of fluidity, and grace. Smaller, thinner creature types typically have higher control attributes naturally out of necessity to survive, but control itself doesnt create any particular physical stature. Characters with low control scores can be slow, or clumsy but they dont have to be. Much like strength a low score can be the result of an injury, age, or lack of drive.
Charisma
The attribute of influence, and personality. Charisma is how you measure how well your character can do the following:
- Will saving throws
- Deception, intimidation, persuasion, and performance ability checks
- {Spellcasting attribute for some specialty classes}
- Grit point bonus
Characters with high charisma often command the room, or area they are in. Charismatic creatures typically have powerful personalities and are often found in places of leadership whether it be a pack leader, a politician, or a performer. Low charisma characters can be anti social, but they dont have to. Low charisma can also come in the form of a non provocative, or low "gravity" personality. Characters can be particularly non-persuasive, or outright unbelievable if they score low in charisma as well.
Resolve
The attribute of faith, belief, hope, stubbornness, and mental toughness. Resolve is is how you measure how well your character can do the following:
- Will Saving throws
- Attrition reduction
- Standing grit threshold (SGT)
- Death saves
- Spellcasting attribute for some specialty classes (Future content)
Instinct
The attribute of inherited experience and behaviors as well as acute situational awareness. Instinct is how you measure how well your character can do the following:
- All saving throws
- Animal handling, awareness, insight, medicine, survival, and {nature} skill checks
- Initiative tie breakers
- Training/learning (will become skill checks)
- Spellcasting attribute for some specialty classes (future content)
Characters with high instinct are heavily in tune with their senses, and tend to rely on their inherited behaviors to get through life. High instinct individuals are able to solve problems with their "gut", or a "feeling" that they get from being naturally aware of the small details within their surroundings. They tend to act on that awareness without deeper thought because it has helped them survive, or avoid conflict and injury in the past, even if they dont fully understand how or why they are able to do it. Low instinct characters are often naive, or seem to lack "common sense" but dont have to be. A low instinct score can result in being unable to properly read social cues, have a sort of "tunnel vision" or hyperfocus that reduces their situational awareness.
Knowledge
The attribute of taking in and remembering information. Knowledge is how you measure how well your character can do the following:
- Will saving throws
- Arcana, history, investigation, nature, medicine and religion skill checks
- Initiative in combat
- Learning (will become a skill check)
- Language proficiency caps
- Action Points rollover between turns
- Spellcasting attribute for some specialty classes (Wizard)
Characters with a high knowledge score can take in information quickly and easily, as well as store large amounts of information that they can easily recall. Low knowledge characters can be "stupid" but dont have to be. Low knowledge can just result in slower information gathering, illiteracy, an avoidance of innovational thought processes, or lack of deeper "understanding" of things they know.
Attribute Improvement
Now that you know the basics of what attributes are both mechanically and conceptually, lets talk about where and how you get them.
Starting Attributes
New characters begin with an array of values they can assign as their attribute scores. This array is 13, 12, 11, 10, 9, 8, 7, 6.
Attributes Affected By Races
A character's race provides initial bonuses and penalties to certain attributes, as well as providing an attribute increase to a racial attribute of your choice every odd character level (1, 3, 5, 7, etc.). Racial attributes are categorized into 3 categories; racial attributes, primary racial attributes, and racial deficiencies.
Primary Racial Attributes
Primary racial attributes are the attributes that a race is exceptionally gifted at. These attributes have the largest initial bonus, and each time a character chooses to increase an attribute that is one of their race's primary attributes it is increased by 2 instead of 1.
Racial Attributes
Racial attributes are the attributes that a race is better than average at. Like primary attributes, these racial attributes come with an initial bonus, although it is usually less than the primary bonus. When a racial attribute is chosen to be increased, it is increased by 1.
Racial Deficiencies
On the opposite end of the racial attribute spectrum are the racial deficiencies. These are attributes that receive an initial penalty, instead of a positive bonus. Racial deficiencies halve any bonuses they receive from items, abilities, features, or other effects. You may not choose an attribute that is one of your race's deficiencies when increasing a racial OR class attribute when you level up. However, deficiencies may be increased with the renown level attribute increase option.
Attributes Affected by Classes
Classes do not provide any initial attribute bonuses, but do provide an attribute increase to a class attribute of your choice at every even character level (2, 4, 6, 8, etc. The same time you gain or increase your class level). Class attributes are categorized into 2 categories; class attributes and key class attributes.
Key Class Attributes
Both base classes, and specialty classes typically have one attribute they assign as their key attribute. This attribute is usually the attribute the class requires you to have a high enough attribute score in to gain your first level in the class. Some class features utilize skill check or saving throw DCs that are modified by the key attribute of the class. When a key class attribute is chosen to be increased, it increases by 1 unless it is also a primary racial attribute, which causes it to increase by 2 instead.
Class Attributes
Class attributes are the attributes that are secondarily important for a class to function. These attributes often dont have direct interaction with the features or abilities of the class, but provide additional options to be increased when your class level increases. When a class attribute is chosen to be increased, it increases by 1 unless it is also a primary racial attribute, which causes it to be increased by 2 instead.
Unaffected Attributes
Attributes that are not categorized by a character's race, or any of their classes are not able to be selected during level up attribute increases. The only way to increase an unaffected attribute is through items, abilities, features, other effects, or by choosing an attribute increase when your renown level increases.