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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 Hit Points (HP) you get.
|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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|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.
|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”).
* '''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.


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 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.
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.
 
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)'''
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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.
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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<nowiki>*</nowiki>''Updated v1.2''
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