Attributes
Short Description
There’s five attributes in Drase:
- Power: Add to your damage and hit chance with most weapons + Ranged Weapons. Used for grappling, lifting, and defending against some movements.
- Finesse: Add to your damage and hit chance with Finesse weapons. (Nimble, dextrous one). Used for dodging some attacks and increasing your armor class (How hard you are to hit)
- Endurance: Add to your HP (How long you last on the battlefield). And used to endure a lot of magical and physical attacks.
- Intelligence: Add to your damage and hit chance with Intelligence based magical schools. These include things like Alchemy, Artificing, Pyro and Necromancy etc.
- Will: Add to your damage and hit chance with Will based magical schools. These include things like Faith, Geo, Aero, Nature etc.
You start with 19 initial ASI, and none of them may exceed 8 in the Initial column. Any ASI gained after Level 1 is in the ASI column. Total may not exceed 20. Mod is your (Total - 10) / 2.
Use the character creator to help you with the distribution. For simple distribution, go for what is recommended on your basic class. You have a limited amount of ASI, distribute it wisely and specialize them. You gain more later on, but you cannot max out more than two stats ever.
Attributes in Details (Optional)
Want to learn more about the attributes? These are what they will do.
You may want to read the Power section as it is the only attribute with a special mechanic attached to it (Lifting Strength)
Attribute describes the general ability of a character. There are a total of five Attributes: Power, Finesse, Endurance, Intelligence and Will.
Roleplay: A physical attribute represents, literally, how powerful / nimble / endurant someone is. A mental attribute (Intelligence and Will) represents how well-versed the character is in adapting their will or intelligence to the need of magic and / or combat. Thus, a character with high power will always be strong - but someone with low intelligence / will might not be stupid / weak willed out of combat - they just are not good at using it for magic or combat.
Score: An attribute’s score goes from 1 to 30. 10 represents the average of a human being, and extraordinary creatures can reach 20 - 24, with higher numbers often reserved for mystical beings.
Modifiers: Modifier is equal to the score - 10 / 2, applied to a d20 roll when the attribute is used.
Power
Power describes how powerful your character is, and how well they can put their strength to use.
- Attack Rolls: Power is added to the die roll for most attack and the damage roll with most weapons, or when you are using an action that requires brute force
- Ability Checks: Power is used for athletic activities that require explosive or burst strength.
- Lifting / Pushing: Your Power score determines how much your character can reliably lift / push without using an ability check, they can lift up to twice the amount with a success on an ability check in a burst.
- Size: A creature’s lifting power is equal to its size * lifting weight.
Lifting Weight Table
Power | Lifting Weight | Power | Lifting Weight |
1 | 0.5kg | 16 | 250kg |
2 | 1kg | 17 | 300kg |
3 | 2kg | 18 | 350kg |
4 | 5kg | 19 | 400kg |
5 | 10kg | 20 | 500kg |
6 | 20kg | 21 | 600kg |
7 | 30kg | 22 | 700kg |
8 | 40kg | 23 | 800kg |
9 | 50kg | 24 | 900kg |
10 | 75kg | 25 | 1000kg |
11 | 100kg | 26 | 1200kg |
12 | 125kg | 27 | 1400kg |
13 | 150kg | 28 | 1600kg |
14 | 175kg | 29 | 1800kg |
15 | 200kg | 30 | 2000kg |
Finesse
Finesse describes how nimble your character is.
- Attack Rolls: Finesse is added to the die roll for attack and damage for weapons with the finesse properties.
- Ability Checks: Finesse is used for acrobatic abilities that require nimbleness, like tightroping, and when stealth is needed.
- Defense: Finesse is often used to defend against spells or magical effects that are unblockable or difficult to block.
- Armor Class: Based on the armor type your character is wearing, your finesse modifier is added to your armor score up to a certain amount.
Endurance
Endurance describes how healthy and durable your character is.
- Ability Checks: Endurance is used for abilities that require long term endurance (long distance swim, for example) and when you are trying to withstand something inflicted on you.
- Defense: Endurance is used to resists physical effects like poison and others where a strong body could mitigate or neglect its effects
- Health Points: Each endurance score modifier grants you 1 HP per character level, and a flat +3 HP per modifier. Each negative modifier reduces it by 1 per character level.
- Mid-Combat Modification: Mid Combat increase of Endurance would increase the max HP but not the HP.
Intelligence
Intelligence describes your character’s cunning, education and wit.
- Attack Rolls: Intelligence is used for most attack rolls made with spells
- Ability Checks: Intelligence is used for abilities that require logic, require knowledge or education, and use your intelligence against effects that would deceive or confuse you.
Will
Will describes your character’s sense of courage, determination and discipline.
- Attack Rolls: Will is used for attack rolls made with will-based spells, and when you are trying to intimidate or persuade creatures through force of will.
- Defense: Will is used to resist harmful mental effects, to stabilize your character when frightened or any other effect that would challenge their resolve.