Attributes

A Character’s attributes provide the base difficulty for all skill tests. What this means for your Character is that when a skill test is performed by the game engine the attribute value is compared to the skill value to determine if the skill was successfully used before the difficulty of the action is applied.



There are eight (8) attributes that are used to perform actions within the game world. These attributes are set upon Character creation and do not change.



Attributes are separated into two categories, physical and mental:

Physical

Mental

Strength

Physical strength reflects the raw muscle power of the character. It affects damage dealt with some melee weapons, ability to lift heavy objects, and other feats of strength.

Intelligence

Intelligence is a measure of the raw mental power of the character. It affects the speaking of foreign languages, repair and construction of objects, and other such skills. Intelligence can more of less be regarded as 'mental strength'.

Dexterity

Physical dexterity reflects the reflexes and agility of the character. It affects some combat skills and other feats requiring nimbleness and quickness.

Perception

Perception is a measure of the characters awareness. It affects noticing details, finding traps (though physical dexterity or Intelligence might be used to disarm them), ranged combat, and other skills involving quick or precise mental reflexes. Perception can be regarded as 'mental reflexes'.

Stamina

Physical stamina reflects the health and robustness of the character. It affects how much damage can be taken by the character, the carrying of heavy loads, running, and other forms of long-term physical exertion.

Endurance

Mental endurance is a measure of the level of mental fortitude and sanity. This attribute would affect things like the ability to resist interrogation or torture. This attribute will also affect the amount of raw magical power available to the character.

Beauty

Physical beauty is a gauge of the attractiveness of the character. It affects reactions of other characters that are based on appearance.

Affinity

Mental affinity reflects the force of personality of the character. It affects reactions during conversation, calming of frightened animals, the ability to command effectively, and other skills requiring a charismatic or forceful personality.


Skills

Perenthia is a skills based game; wherein your Character may train skills in order to perform actions such as ride a horse, wear plate armor, use swords, etc. Attributes of your Character are used as a base difficulty for skill tests.



What this means for you as a Character is that you can train any skill! If you wish to be a spell caster that can wear plate armor all that is required is to spend Skill Points in the Plate Armor skill along with Skill Points in the various magical skills.



Your Character is considered unskilled if the skill value is zero (0). Some items and actions only require that a skill be learned so spending at least one (1) point in the skills that interest you would allow these items and actions to be used or performed.





Mental - Defensive

Abjuration

Protective magic such as shields, buffs, etc.


Resist Air

Resistance to air elemental effects.


Resist Earth

Resistance to earth elemental effects.


Resist Fire

Resistance to fire elemental effects.


Resist Water

Resistance to water elemental effects.




Mental - Offensive

Alteration

Altering the form of existing things, in a positive way or a negative way.


Elementalism - Air

Deals with air elemental magic.


Elementalism - Earth

Deals with earth elemental magic.


Elementalism - Fire

Deals with fire elemental magic.


Elementalism - Water

Deals with water elemental magic.




Mental - Passive

Conjuration

Creation of things, matter or energy.


Divination

Seeing things and hearing and communicating with things far away, obtaining knowledge (identification and detection).


Enchantment

Adding or removing of effects to or from things or creatures, or controlling things or creatures.


Illusion

Creating images and illusions of things that are real.


Life

Healing and rejuvenation.


Nature

Magic dealing with naturally occurring things, plants and animals and such, as well as naturally occurring energy.


Necromancy

Magic that deals with dead things, creation of undead, dealing with spirits, etc.


Summoning

The gating of things, both toward and away from the caster, or the gating of the caster himself.




Physical - Defensive

Block

Block a melee or ranged attack with a shield or weapon.


Chain Armor

Wear chain mail armor, including bone, scale and splint mail.


Dodge

Dodging a ranged, melee or magical attack.


Leather Armor

Wear leather armor, including studded and boiled.


Parry

Block an attack with a melee weapon.


Plate Armor

Wear all forms of plate armor.


Shields

Use of shields.




Physical - Offensive

Axes

Use of axes.


Backstab

Sneak up and backstab a target.


Bash

Charge attack with a shield


Bows

Use bows and crossbows.


Clubs

Use of clubs.


Daggers

Use of daggers.


Dual Wield

Wield a weapon in each hand.


Hand To Hand

Fight with fists and feet.


Lances

Use of lances.


Maces

Use of maces.


Polearms

Use of pole weapons such as spears, glaives and halberds.


Staves

Use of staff weapons.


Swords

Use of all types of swords.


Throwing Axes

Use of throwable axes.


Throwing Daggers

Use of throwable daggers.




Physical - Passive

Animal Lore

Control and taming of animals.


Disguise

Change appearance through the use of clothing and makeup.


Hiding

Blending with shadows or surrounding terrain to become invisible.


Lock Picking

Open locked doors and containers.


Mounted Combat

Fight while mounted.


Piloting

Pilot ships, airships, carriages, wagons, etc.


Potions

Creation of potions.


Riding

Ride a horse, mule, dragon, etc.


Shapeshifting

Take the appearance and abilities of an animal.


Sneaking

Move around undetected.


Stealing

Pick pockets or steal loose items.


Tracking

Track animals or people.


Trapping

Place traps to hold animals or people.