War Attributes are not direct Attributes like Basic Attributes. Instead, they are values derived from Basic Attributes, that are needed to facilitate gameplay, mostly in regards to War.
Force determines how much Wear to Endurance an elohim can inflict with each Hit in their Strike rolls. Force is derived from Might.
Force = 3 + (Might ÷ 14)
Guard is an elohim’s ability to resist or evade the Strikes their opponents direct at them. Guard is derived from both Might and Control.
Guard = [2(Might) + Control] ÷ 40
Precision is an elohim’s ability to more accurately Strike an opponent. This counters the opponent’s Guard value. Precision is derived from Control.
Precision = Control ÷ 14
Speed determines the order in which the elohim can act. It also determines the amount the elohim can accomplish when they do act. Speed is derived from Swiftness.
Speed = Swiftness applied to the table below
Stamina is an elohim’s ability to continually act without tiring. Stamina is derived from Endurance.
Stamina = 3 + (Endurance ÷ 10)
SPP (Song Potency Points) are a means of easily assigning Passion into Songs and measuring the elohim’s ability to get more out of Boosting Songs affecting him. SPP are derived from Passion. SPP are a direct expression of Passion and as such are not increased by anything that generically increases all War Attributes.
SPP = Passion ÷ 20
Character Creation Notes:
Using the Table, formulas, and information in the War Attribute descriptions above, calculate your War Attribute values. Note that all decimals are rounded down in Allies of Majesty without a stated exception.