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.

