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.
Might measures the tangible power of an elohim. Elohim with high Might can more easily damage their foes with Strikes. 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 damage
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 damage
-
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 damage
-
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. Each Day your character can use a Perk of your Primary Attribute twice and a Perk of your Secondary Attribute once. Multiple Perk uses cannot be stacked together. Perks are not able to be used while the character is Defeated.
- Might Perks
3 Adjustments to a performed Might Check
3 Adjustments to a performed Subdue Enemy Interaction
3 Adjustments to a performed Affirm Ally Interaction
7 Adjustments vs. a Subdue Enemy Interaction - Control Perks
3 Adjustments to a Control Check
3 Adjustments to an Aim Ally Interaction targeting this character
7 Adjustments vs. an Aim Enemy Interaction
-1 Success Level vs. being Perceived for 1 Cycle (if not during War, then for a "short time") - Swiftness Perks
3 Adjustments to a Swiftness Check
your next Turn is now instead of when it would normally fall (at least 1 other character's Turn must have transpired between your Turns)
make one more Social Interaction than is normally allowed
7 Adjustments to a Self-Targeted Excite Ally Interaction - Endurance Perks
3 Adjustments to an Endurance Check
Restore 24 Endurance
cut current Poison in half
7 Adjustments to a Self-Targeted Affirm Ally Interaction - Resolve Perks
3 Adjustments when Resisting using Resolve (or a Resolve Check)
Restore 24 Resolve
3 Adjustments to a Soothe Ally Interaction involving this character
7 Adjustments vs. an Excite Enemy Interaction - Passion Perks
3 Adjustments when Resisting using Passion (or a Passion Check)
Restore 24 Passion
3 Adjustments to an Excite Ally Interaction involving this character
7 Adjustments vs. a Subdue Enemy Interaction targeting 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
Order Related Bonuses to Basic Attributes
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 dice 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.
If using a character sheet with space for Seed Multipliers, you may want to fill those in now for future reference as well.