A player, at level 1, will have
14 points to allocate to their primary attributes. These points can be drawn on this hexagonal graph. For example, this is the graph of one who focuses primarily on physical attack power. Every level, they may
add 1 point. Usually, a low-level Hunter will not go beyond five, but as they level up it is possible to go beyond 5.
While possessing an extremely high attack power, they are lackluster in speed and precision. Each attribute has subattributes which effect certain aspects of combat.
A test against a TN or another roll is made using a 3d6+STAT.Physical Strength Weapon Attack: Attack damage of close-ranged weapons. Base damage for melee weapons is
[STRENGTH]d6 + Weapon Damage + Misc. Mod. For example, a character who possesses 3 Strength will do a base 3d6 damage with their weapon, modified depending on their weapon. Additional miscellaneous modifiers could also take a role, either positive or negative.
Endurance Defense: A player's ability to absorb damage, usually with their weapon or armor. Simply put, each level of Endurance adds
+1 Damage Resistance when blocking an attack with armor, shields, weapons, etc.
Health: A player's total vitality. Attacks that damage past a user's aura and armor will drain health, adding actual injury to one's body if it is a lot of damage. Calculated by
[END*4+AURA+10]Speed Movement Speed: When using a battlemap, a player is capable of moving a number of tiles equal to
3+SPEED. Without a battlemap, it is usually rolled for situations such as chases.
Dodge: A player's ability to evade attacks. Whether a player hits is decided with a test of
3d6+SPEED-2 VS 3d6+PRECISION. Attack Speed: A player's ability to attack multiple times in one turn.
For every 2 points of SPEED above 3, a player gains an extra action.Dust Proficiency Dust Attack: Damage dealt with dust-based attacks, usually with semblances or ammunition. For semblance-based attack, damage is determined with
[DUST PROFICIENCY]d6. Semblances tend to deal less damage with weapons because often times they come with effects other than damage, or don't even deal damage at all.
Weapons using Dust-based attacks gain bonus damage equal to one's DP. Capacity: Simply put, capacity is the amount of dust one can use in one battle. Your capacity is limited to
DP*5, and drain using attacks or one's semblance using dust. This is elaborated further in the character sheet section.
Aura Armor: Aura is the manifestation of one's soul that protects them; the stronger one's aura is, the more powerful their soul is.
One will negate [AURA]d6 damage each attack. The amount of Aura a player has equal to
AURA*5+20, and drains from the damage blocked this way.
Health: Aura effects one's vitality.
Dexterity Precision: How accurate one's strikes and shots are, also determines ranged damage
the same as STRENGTH does.
Critical: How often one critically damages an opponent. Critical chance equals
DEX*3, and is rolled with a
d100. Critical hits deal double damage and often have other effects.
Classes are selected depending on a player's stats as well as their style of play. A primary class gives
+2 to a roll for its subattributes, and a secondary class gives
+1.