Attributes & Skills

Basic information on attributes and skill tests.




Contents

What is an Attribute?

Eight attributes quickly describe a Realmspire character: Strength, Endurance, Agility, Perception, Charisma, Intellect, Willpower, and Luck. These statistics determine every creature's resources and governs their likelihood of success in a given field. In the gameworld, attributes are used to rank a creature's strengths and weaknesses on a scale from 1 to infinity, the higher the better. The eight attributes that describe a Realmspire character are:


Attribute Score and Bonus

Each attribute has a score and a derived bonus, which is equal to half your score (rounded down). These different numbers are used for different purposes: the score sets your base target number for skill tests (more on that in the "What is a Skill?" section), while your bonus is used for calculating your resources. When reading a rule that names an attribute, remember that:

Resources

Your attributes are also used to calculate the several resources all characters have at their disposal. These resources also change when their variables increase or decrease during the game.


Health (5 x END)

Health or Health Pool (HP), measures your physical and mental well-being. It represents your ability to withstand punishment before being knocked unconscious. When you take any form of damage, you subtract it from this pool.

Read more in the Combat chapter.


Stamina (END)

Stamina measures your ability to perform demanding task before becoming fatigued. Read more in the Stamina & Fatigue section below.


Mana (5 x INT)

All living creatures posses some innate potential to perform magic. Mana is the magical energy required to twist and shape reality to your whim. Read more in the Using Magic chapter.


Luck Points (LCK)

Your Luck Points are used to twist the fates in your favor. 

Read more in the Luck section below.


Striding Speed (5 + AGI)

Your speed is measured in meters and dictates how far you can move when walking. 

Note that other factors can influence this, such as the armor your wearing and the terrain you move through.


Initiative (PER + LUCK)

Initiative represents your ability to act fast in the face of danger. It is used to establish the turn order in time-sensitive scenarios. 

Read more about initiative in the Combat chapter.


Wound Threshold

Your Wound Threshold is the amount of damage you can take from a single source before gaining the Wounded condition. Falling from great heights can break your legs and swords can cut your arm off. 


Carrying Capacity [(4 x STR) + (2 x END)]

All items have a weight associated with them, which is abstracted into a Bulk score. Your carrying capacity determines your ability to carry these items before gaining encumbrance levels. 

See more in the Carrying Capacity and Encumbrance section below.

Stamina & Fatigue

A character has a Stamina Pool (SP) equal to their END. Stamina is used to fuel demanding tasks, alter die rolls, and use special abilities. Below is the list of options player characters have at their disposal.

Fatigue

Characters who run out of Stamina, are at risk of gaining Fatigue. Whenever a character has 0 Stamina left and loses further, they instead accumulate Fatigue levels equal to the lost Stamina. The maximum of Fatigue a character can accumulate is 5 (-5 Stamina). Gaining Fatigue imposes penalties to the character. 

Consult the Fatigue table when determining the severity of the penalty. A character can willingly gain Fatigue in this way by spending SP as normal.


Recovering Stamina

There are two ways to recover from Fatigue and regain spent Stamina.

Remember that a character must first lose all levels of Fatigue before they regain any Stamina.

Luck

At the beginning of each game session, players are awarded a number of Luck Points (LP) equal to their LCK. They can use these LP in different ways to alter their fate:

A character can never use both Luck and Stamina to alter a single die roll, they must choose one.


Burning Luck

If a character has no Luck Points left, they can choose to draw from their own Luck attribute instead, permanently altering it. This is called Burning Luck. During play, a GM might also offer a player to burn one or several Luck to circumvent the effect of a catastrophe, such as losing a limb.

Carrying Capacity and Encumbrance

You Carrying Capacity determines how much you can carry before suffering the effects of encumbrance.


Bulk

Each item you carry has a Bulk score. This score reflects how much of your Carrying Capacity the item uses. A longsword has Bulk (2), so carrying it uses two points of your Carrying Capacity.


Encumbrance

You can carry more than your Carrying Capacity allows, at the cost of Encumbrance levels. Encumbrance levels incur a penalty to your character. 

What is a Skill?

A skill represents a specific category that reflects a character's ability to perform actions related to that field. You are either untrained or trained with a skill. Trained skills have corresponding Skill ranks, which are expressed in roman numerals from one to five (I - V), the higher the better. 

Skill ranks reflect your level of training and thus likelihood of success when performing an action requiring a skill test.


Each skill has one or more governing attributes, as per the Skill/Governing Attribute table. These represent different ways characters can use a single skill and shape the narrative around your actions.


Skill Tests

When a character attempts a tricky action, the Game Master (GM) may call for a skill test to determine their success:


This is the core mechanic of the game.


The target number can be influenced in several other ways:

The TN is now modified by -1.


Other ways a GM may influence how a character passes a test:


Critical Success and Failure

Sometimes, the stars align and fate beckons at your call during a skill test:

Skill Ranks

Skill Contests

Sometimes a character's efforts is directly opposed by another's. This occurs when two characters are trying to achieve the same thing but only one can succeed, such as a character chasing another. 


This situation also applies when one character is actively trying to hinder another in achieving a goal. This typically happens in combat (dodging an incoming arrow) but also occurs in social interactions (trying to discern a lie).


These situations call for a special test, called a Skill Contest. Each character rolls their own skill test, applying penalties and bonuses as normal:

Character Creation