Attributes
The Eight Attributes
Each of the attributes, and what they represent, are explained below. Each attribute is referred to with an abbreviation, listed in parentheses after the attribute.
Physical Attributes
Attribute | Description |
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Strength (STR) | Lifting, pulling, dragging, and undergoing strenuous exertion. This is the attribute that demonstrates your sheer muscle. |
Dexterity (DEX) | Nimbleness, good reflexes, maintaining balance, and motor function under duress. This is the attribute that allows you to be lighter on your feet. |
Endurance (END) | Withstanding harsh external conditions and enduring long-term physical strain. This attribute also directly affects how many Hit Points (HP) you get. |
Mental Attributes
Attribute | Description |
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Awareness (AWR) | Picking up on sensory details that warn of danger, deceit, and the like. This is the attribute that measures your skill at observing and interpreting the world around you. |
Intellect (INT) | Wealth of knowledge; your capacity to quickly consume and accurately retain information. This attribute determines how good you are at processing information and recalling it accurately when needed. |
Charisma (CHA) | Projecting your desires, your confidence, and your force of will to your advantage. This attribute reflects your personal magnetism and your ability to sway people to your views. |
Metaphysical Attributes
Attribute | Description |
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Luck (LUCK) | 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.
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. |
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.
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. |