Sub-Attributes
Some Attributes combined result in a Sub-Attribute, whose total value is determined by the sum of its corresponding main attributes. For example: A Character with a Strength Modifier of -1 and a Charisma Modifier of +4 will have an Intimidation Modifier of +3. If the Character is skilled in the Sub-Attribute, it would be a +8, and if he were handicapped, it would be a -2.
Overview
Strength | Agility | Stamina | Intelligence | Wisdom | Charisma | |
---|---|---|---|---|---|---|
Strength | Brute force | Martial Combat | Constitution | - | - | Intimidation |
Agility | Initiative | Acrobatics | Precision | Dodging
Stealth |
Performing | |
Stamina | Endurance | Researching | Survival | - | ||
Intelligence | Investigation | Magic
Lore |
Insight | |||
Wisdom | Perception | Persuasion
Deception | ||||
Charisma | Charm |
Descriptions
Brute Force
The raw power to perform something without any care for collateral damage. Example cases would be breaching a locked door or smashing in a window.
Martial Combat
The characters ability to wield melee weapons. Melee weapons gain the Martial Combat Modifier as a bonus to their hit-check when the wielding character is skilled in the use of the weapon.
Constitution
The characters ability to sustain damage and poisons. Often used in resist-checks and the main Modifier for a character's hitpoint-calculation.
Intimidation
The characters ability to assert dominance.
Initiative
The characters reaction time when combat starts. The Initiative Modifier will be added to the Initiative roll at the beginning of combat.
Acrobatics
The characters ability to nimbly scale across obstacles or walls. An example case would be a climbing check for tricky walls or trees.
Precision
The characters ability to aim with ranged weapons. Ranged weapons gain the Precision Modifier as a bonus to their hit-check when the wielding character is skilled in the use of the weapon.
Dodging
The characters ability to swiftly evade incoming attacks. A character in dodging stance can add the Dodging Modifier to his Defensive Value.
Stealth
Main article: Stealthing
The characters ability to tread silently through any terrain or disappear from the face of Tael.
Performing
The characters ability to act out a performance. If the performance has been rehearsed within the last week, the character gains Mastery for skill-checks made for that specific performance. If the rehearsal is less than 3 days ago, the performance check result can not be worse than the result of the rehearsal.
Endurance
The characters ability to perform an exhausting task over a long period of time. Example case would be that if a character has been running for quite some time, he might be asked to roll an Endurance-check to see if he can continue to run.
Researching
The characters ability to learn from books and scrolls. Examples would be if a character wants to read something about a certain creature, or a wizard trying to learn a particular hard spell from a scroll.
Survival
The characters ability to survive out in the wild. Example use-cases would be to check if a character manages to set up a camp or if he is able to track down animals or plants.
Investigation
The characters ability to look for hidden details. Examples would be identify hidden meanings inside texts or discovering a tiny keyhole in a wall.
Magic
The characters connection with the leylines magic. Spell Attacks gain the Magic Modifier as a bonus to their hit-check when the casting character is skilled in the spells school of magic. Additionally, it can be used to potentially identify magical objects around you.
Lore
The characters knowledge of the history of the world.
Insight
The characters ability to recognize the true intentions of another character. Usually used to determine whether a character is lying or not.
Perception
The characters awareness of his surroundings. Example uses would be trying to figure out if you are being followed, or trying to find a certain type of merchant in a yet unknown city.
Persuasion
The characters ability to convince someone.
Deception
The characters ability to lie to someone.
Charm
The characters charm. Used for example to seduce another character, or just to get someone to like you.