Attributes: Difference between revisions

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|'''Endurance (END)'''
|'''Endurance (END)'''
|Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many HP you get (see Hit Points below).
|Withstanding harsh external [[conditions]] and enduring long-term physical strain. This attribute also directly affects how many Hit Points (HP) you get.
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|'''Luck (LUCK)'''
|'''Luck (LUCK)'''
|Having things go your way even when they shouldn’t. This attribute sways fate in your favor and grants you a special ability: You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest. If your LUCK is lower than 0, you can never crit, and you subtract your LUCK from every d20 roll that you make. If you have 1 or more LUCK, your crits become stronger. Add your LUCK score to critical [[damage]] that you deal. Furthermore, if you have 6 or more LUCK, your crit range increases by 1 (e.g., from 20 to 19-20), and if you have 12 LUCK, your crit range increases by 1 more. Your crit range can never exceed 16-20.
|Having things go your way even when they should not. This attribute sways fate in your favor and grants you a special ability, Luck Points.
 
* '''Luck Points.''' You may reroll 1d20 that you rolled if you are unsatisfied with the result. You may use this ability once for every 2 points of LUCK that you have, regaining all expended uses upon Taking a Rest (Ch. 7 “Resting”).
 
If your LUCK is lower than 0, you can never Critically Hit (crit), and you subtract your LUCK from every d20 roll that you make.
 
If you have 1 or more LUCK, your crits become stronger.
 
Add your LUCK score to critical [[damage]] that you deal. Furthermore, once you have 6 LUCK, your crit range increases by +1 (e.g., from 20 to 19-20, max 16-20), and if you have 12 LUCK, your crit range increases by an additional +1.
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|'''Coordination (COR)'''
|'''Coordination (COR)'''
|Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act. For every 2 points of COR that you have, you gain 1additional AP at the beginning of your turn If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.
|Your overall ability, both physically and mentally, to process information and act upon it. This is neither DEX (physical) nor AWR (mental), but a separate mechanism by which the game tracks your capacity to act.
All characters start with 3 [[Action Points]] (AP). For every 2 points of COR that you have, you gain +1 AP at the beginning of your turn. If you have -1 or -2 COR, you lose 1 AP at the beginning of your turn. If you have -3 COR, you lose 2 AP at the beginning of your turn.
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