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Attributes Attributes are you natural innate abilities. In Artificer there are three: Mind, Body and Soul. All of these attributes start at level six. If you wish to raise an attribute it will cost five points per level. Below is the breakdown and descriptions of the attributes along with tables showing the effects of raising or lowering each. If you lower an attribute at character generation you will gain four points for each level dropped. Please look at the following tables carefully before deciding to lower a statistic. Body This determines your character’s strength and stamina. A high body rating increases resistance to poison, which is shown in the table below as an adjusted kill time. Example: Falco Aeolus has a body of five. The poison Viper’s Kiss takes ten minutes to kill. If poisoned, Falco would die in eight minutes.
Mind The mind is essential to Thread Weavers. It can extend the duration of rituals and reduces the casting times. It can cheapen the cost of buying new rituals. It also determines how well you can resist the effect of rituals that target you. The resists column shows haw many times an event you can negate the effects of a ritual cast upon you. You may use these at any time but please roleplay them. The Pattern rating is explained later in the section on thread weaving.
Soul This statistic demarcates your character’s artistic abilities. An item made by a craftsman with a higher Soul rating will be more valuable than one made by a craftsmen with a low Soul rating. Someone with Appraise can ascertain this and adjust the value accordingly. Only a craftsman with a soul rating of seven or above can work lalenthrium into an item. Soul may also be used for the following effects: Not Yet! Soul can instil a strong will to live. By using this ability you can extend you own death count by 5 minutes. The number of times you can do this per event is shown in the table below. Don’t leave me! Using “Don’t Leave Me!” allows you to halt the death count of another player. It brings them back to zero hit points and as long as you stay with them until healed, they will not deteriorate further. You must spend three minutes begging them not to die and telling them why they mean so much to you. In order to do this, you must have a strong IC connection with the wounded character; you cannot use this ability on strangers. This table shows how many times per event you may use “Not Yet!” and “Don’t Leave Me!” in relation to your Soul rating:
Soul rating also has an impact on the value of a Wordsmith’s work:
The table below shows the impact Soul rating has on the value of a smiths work:
A note on roleplaying If you have an attribute that is significantly lower or higher than the average, i.e. a four or an eight or nine, it will be obvious from your behaviour. A character with a Body of four would be in danger of breaking a bone from minor falls and as such would be hesitant and careful in their movements. Someone with a Soul rating of nine would most likely end their days as a nervous wreck in an asylum. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||