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Basic Attributes

An elohim’s Basic Attributes define their strengths and weaknesses. You will notice that there are no Attributes that show how intelligent, wise, likable, or persuasive an elohim is. These things are left to each player to determine by the way they chooses to roleplay their elohim. Instead, the Attributes used are ones that have a direct rules impact on the game. These must have measurable values.

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Might measures the tangible power of an elohim. Elohim with high Might can more easily Wear down the Endurance of their foes. They are also more able to Guard against Strikes made against them.

  • Might affects Guard and Force.

Control (Self-Control) measures the mastery the elohim has over their being. Elohim with high Control can more easily Strike others and Guard against Strikes made at them. Minstrels also use Control to sing challenging Songs or even layer multiple Songs.

  • Control affects Guard and Precision

  • For Minstrels, Control determines the number and complexity of Songs that can be layered together

Swiftness measures an elohim’s readiness to act. An elohim with a high Swiftness can do more than others in the same timeframe. They do not spend much time deliberating about their next course of action.

  • Swiftness affects Speed and turn order.

Endurance measures the heartiness and persistence of an elohim. High Endurance allows the elohim to maintain high levels of activity.

  • Endurance affects Stamina and can be depleted by WearE

Resolve measures an elohim’s strength of will. Elohim with high Resolve are more resistant to the Passion with which others Strike at them. Ministering Spirits affect the spirit realm using their Resolve in the form of Spiritual Effects.

  • Resolve prevents Passion Effects from Strikes, affects some Resist Checks, and can be depleted by WearR

  • For Ministering Spirits, Resolve determines the number and strength of Spiritual Effects in use simultaneously

Passion measures an elohim’s emotional drive. Strong Passion can enhance your Strikes. Minstrels also pour their Passion into the Songs they sing which either stir their allies to greatness or move their foes to defeat. 

  • Passion can cause Passion Effects with Strikes, affects some Resist Checks, and can be depleted by WearP

  • For Minstrels, Passion determines the strength of Songs being sung

Character Creation Notes:

Consider each of the Basic Attributes. Choose one of these to best describe your elohim. This will be their Primary Attribute. Now choose another that also describes your elohim. This will be their Secondary Attribute.

Attribute Perks

Your choice of Primary Attribute and Secondary Attribute will afford you Perks. You will start each Day with 2 Perk Tokens for your Primary Attribute and 1 Perk Token for your Secondary Attribute. Spending one of an Attribute's Tokens utilizes one of the related abilities. Any spent Perks Tokens are regained after each War or at the beginning of a new Day. Perk Tokens are not able to be spend while the character is Defeated.

  • Might Perks
    2 Adjustments (to 1 die) vs. a Strike
    +3 Adjustments to a Might Check
    Treat Might as +40 for 1 Cycle when Carrying Another or determining limitations while Grappling
    +3 Adjustments to a Subdue Enemy Interaction involving this character
    +3 Adjustments to an Affirm Interaction involving this character
  • Control Perks
    2 Adjustments (to 1 die) to a Strike
    +3 Adjustments to a Control Check
    +3 Adjustments vs. an Aim Interaction involving this character
    +6 vs. Perceive for 1 Cycle (if not during War, for a "short time")
  • Swiftness Perks
    Your next Activation is now instead of when it would normally fall (at least 1 other character's Activation must have transpired between your Activations)
    +2 AP to use immediately
    +3 Adjustments to Swiftness Check
    +3 Adjustments to an Excite Interaction by this character
  • Endurance Perks
    Restore 24 Endurance, Resolve, or Passion
    Remove 4 Exertion
    make an Endurance Check with -3 Difficulty to cut Poison in half (if Fails, still subtract Poison:3)
    +3 Adjustments to an Endurance Check
    +3 Adjustments to a Self-Targeted Affirm Ally Interaction
  • Resolve Perks
    Restore 24 Resolve
    Prevent 2 Passion Effect Levels from a Strike
    +2 Adjustments to a Resist Check (even if not Resisting using Resolve)
    +3 Adjustments to a Sooth Ally Interaction involving this character
    -2 Acquiescence
  • Passion Perks
    Restore 24 Passion
    +2 AP to the currently Activation
    +3 Passion Effect Levels to a Strike (even above max)
    +2 Magnitude for 1 Cycle (if not during War, for a "short time")
    +3 Levels of Effect to a Boosting Song’s effects on this character for 1 Cycle
    +3 Adjustments to an Excite Interaction by this character

Now determine the Base Value for each Basic Attribute by adding up the Universal Base, Primary/Secondary Attribute Bonuses, and any other Order Bonuses.

  • Universal Base = 12 for all Basic Attributes

  • Primary Attribute = 12 Bonus

  • Secondary Attribute = 7 Bonus

  • Order Bonus varies according to the Table below


Warrior

Messenger

Min. Spirit

Minstrel

W-Me

W-MS

W-Mi

Might

12

3

7

-

7

7

3

Control

-

7

3

3

3

-

3

Swiftness

3

12

-

3

7

-

3

Endurance

12

3

12

3

3

12

7

Resolve

3

3

7

7

3

3

3

Passion

-

3

-

12

-

-

3



Me-MS

Me-Mi

MS-Mi

Tri-W

Tri-Me

Tri-MS

Tri-Mi

Quad

Might

3

-

3

3

7

3

3

3

Control

3

3

3

3

3

3

-

3

Swiftness

3

7

-

7

3

3

-

3

Endurance

7

3

7

3

7

3

7

3

Resolve

3

3

7

3

3

3

3

3

Passion

-

7

3

3

-

3

3

-


The Base Value will then be increased in one of two ways: by rolling them or by doing a point adjustment. 

If rolling Basic Attributes, roll 2D6 for each one. You may reroll either or both of these dice one time. The result, after any dice have been rerolled, is set. Values may not be lowered to increase another Attribute or interchanged. The final value on the dice will be added to the static values for your character.

If doing a point adjustment, add 7 to each Basic Attribute's Base Value. You may then decrease a Basic Attribute's score to increase another. No attribute may be increased or decreased more than 3 points this way. 

Click here for an example of character creation