Disclaimer: If you're expecting an RP where your character never dies or is gone for good when they do die, then this RP is not for you. If you don't have the stomach for gruesome demises and dark humor, then you definitely don't belong here.
(IC
here)
Altera Vita Academy
Dear Clueless Human and Cannon Fodder Student,
You may be wondering why after running toward the light and into the great beyond you're inside what appear to be a dorm room, why you're wearing a white, black, and gold private school uniform tailored to your tastes, or even why you're much younger than you remembered and not necessarily of the same gender as before. The answer is simple: you are in the great beyond, which means that you are finally dead. Congratulations! However, you're not in some generic fluffy cloud afterlife (or a void of nonexistence for you nihilists out there), you are in the afterlife that connects to all universes, including that of your mortal realm. Known as Aetheria, this afterlife is made up of many realms or 'lands' if you will. You are currently present at Altera Vita Academy, which resides in the Animus Realm. You're definitely not in your hometown anymore!
If you're wondering why you're here and not, say, having barbeque with your dearly departed, rotting into the darkest depths of a foul eternity, or finding out what nonexistence feels like (though that would be weird since anyone with more brains would know that they won't feel a thing), the answer is simple: your life sucked. Either you felt so dreary and unsatisfied about your life that death was a mercy or that your star was on the rise, only to get permanently knocked out of the sky too soon. In other words, you're here because you'd never really lived to the fullest. Just think of this as your second life.
Unfortunately (or fortunately if you're the one to crave for action and mystery), all is not well in paradise (or hell if you for some reason really, really hate school). Recently, there are reports from my students scouting the outskirts of the academy of strange creatures of shadow and bone who been terrorizing villages and other settlements. Varying in nonsensical shapes and sizes, we have decided to name these beings the Contorted, which is appropriate giving how they tend to contort their victims' necks and do other, far nastier things once they get their claws on them. No one knows where they come from or who if any is controlling them but they are definitely not your friends. There are also rumors of strange groups of people who are observing both the Contorted and our own activities. However, their identities and reasons are still a mystery for now.
What's that, you're now regretting becoming worm food? Unless you can raise yourself from the dead, it's too late to go back to the dull and dreadful life you left behind. Why would you? Besides, I have a saying that you'd never really lived until you have encountered vicious, limb rending and flesh devouring death. I'd like to see your pathetic horror media top that!
However, you will not go into combat untrained and unarmed. In your room is a weapon assembling gem for you to use. Just think of whatever weapon you would like to use and it will create it. The gem will also activate your Psyche, the power contained within your very being that's unique to you. Don't worry about training your Psyche; your newfound instincts will guide you into how to use it. Lastly, I'd left some maps of the guest dormitory you're in and of Auditorium Sec-1023. Use the teleportation dais at the center of the dorms and input the numbers '1023' on the last four tumblers and be sure that there are only zeroes on the rest. You must understand that all the rooms… float around a bit and some may prove to be hazardous to the unprepared so please don't go off exploring just yet. I have some additional information that you would hate yourself more for missing out anyway.
Best regards and good luck,
Headmistress Madeline T. GoldenchildeOverviewInspired by the Angel Beats, RWBY, and Exalted universes, Altera Vita Academy centers around the lives of the students as they do battle with the twisted beings known as the Contorted, as well as completing other activities. The students will also compete against each other in performance exams and contests and can take classes, both magical and mundane, to gain new skills and improve relevant skills respectively to prepare themselves for the next fight. Through the use of their fighting skills, abilities, and the manipulation of Quintessence, each student are capable of awe-inspiring feats that will ensure that they come out on top… or at least stave off an inevitable disembowelment. Combat in Altera Vita are breathtaking yet brutal and it's not uncommon for students to return with limbs and organs missing… if they even make it back at all. Fortunately, permanent injuries and death are nearly nonexistent in the afterlife and the academy's medical rooms come equipped with reconstruction vats and recovery machines, allowing even slain and badly mangled students to come back good as new.
Mechanics of Altera Vita Academy-Turns/Round-
Due to the time-warping and action packed setting of Altera Vita, it is possible that a certain amount of time could pass, even in one turn, depending on what is being done. Barring main storyline events and conversations between characters, which can take any amount of time, a typical turn is an Aetherian day long and is divided into five, 5 hour rounds. Progress-dependent actions, which will be explained later, are the exception as they can be started on at any round within a turn. However during a battle, the rounds is 5 seconds long, making the turn almost half a minute long.
When attending classes, crafting, or researching, these progress-dependent activities will take weeks to complete and to level up. Fortunately, this is possible to do several times each turn, no matter how many weeks the student actually needs to spend to complete them. One progress-dependent action may be started on every round (five hours) of a normal turn, meaning that the student may make up to five progress-dependent actions per turn at the cost of having no social life.
-Rolls-
In Altera Vita, rolling for successes are everything, particularly when outcomes of actions in and out of battle depend on them. They are also relevant when it comes to attending classes to learn new skills and recipes for items, crafting items and Totems, and researching new Totem charms and new perks for learned physical and magical skills, as the amount of successes determine their progress. Indeed, more failures often mean being knocked back to square one to even suffering accidents.
Typically, a d6 is rolled for each point of an attribute used in an action or for each 'day' of research, classes, and crafting (which will be explained more later) and the successes are shown by the numbers 4-6 and the failures are shown by the rest of the numbers. The ratio of successes rolled to the total number of dice not only determines the overall success of the action but what may happen. Also, when successes are rolled for attributes countering each other, as the case usually is during battles, the competing successes often determine the outcome of the action.
For example, let's say that Timmy's Might is 12 points and his Accuracy is 9 and he attacks with his sword a Contoured whose Fortitude is 5 and Agility is 15. In this situation, Timmy is not part of a caste for the purposes of showing his rolls without the associated bonuses. Let's say that after rolls, Timmy's Might has 7/12 successes (58%=> 7/12 = 0.58) and his Accuracy has 3/9 successes (33% => 3/9 =0.33) while the Contorted's Fortitude has 1/5 successes (20% => 1/5 = 0.20) and its Agility has 13/15 successes (87% => 13/15 = 0.867). In this situation, Timmy would've been able to cut the Contorted to bits since the number of successes for his Might surpassed that of his enemy's Fortitude. However, the Contorted proved to be too agile for him to hit accurately, as shown by the amount of successes it received for its Agility versus those of Timmy's Accuracy. Therefore, this is an automatic miss. The ratios of successes are always rounded up as is the case of the Contorted's Agility. Also, the attacker's Accuracy must beat the defender's Agility first in order for the attack to count as a hit, no matter the distance or method of attack.
-Success Ratio: Normal Actions-
In actions that have nothing to do with progress-dependent activities( attending classes, crafting items, and doing research), the ratio of successes to total number of dice rolled help determine how much effect they have. The following chart assumes that the dummy has low health and no Fortitude.
*0% to 20%: Action is unsuccessful. (Timmy only manages to nudge the training dummy and nothing else.)
*21% to 40%: Action is somewhat successful. (Timmy damages the training dummy and manage to only dislodge a handful of straw.)
*41% to 60%: Action is adequately successful yet more could be done. (Timmy damages the training dummy and manages to sent a lot of straw flying. However, the dummy still stands.)
*61% to 80%: Action is very successful and the odds begin to move in the student's favor. (Timmy damages the training dummy and manages to sever one of its arms.)
*81% to 100%: Action is wildly successful and the student gains the upper hand. (Timmy damages the training dummy and manages to decapitate it.)
Moreover, the ratio of 1's or 6's rolled to number of failures and successes rolled respectively can influence or even override the benefits of each action taken:
*If all of failures are rolled as 1's when the ratio of successes is 50% or less: Action is a catastrophic failure and more harm than good is done. (Timmy hits a stick embedded inside the training dummy, causing it to sail out and stab him in the eye.)
*If at least half but not all of the failures are rolled as 1's when the ratio of successes is 50% or less: Action is a critical failure and any successes earned may not be worth the cost. (Timmy manages to scratch the training dummy but wedges his weapon into the tree next to it.)
*If at least half but not all of the successes are rolled as 6's when the ratio of successes are 50% and above: Action is a precarious success that may leave the student vulnerable. (Timmy cleanly bisects the training dummy but finds himself unbalanced as his powerful swings carry him forward.)
If all of the successes are rolled as 6's when the ratio of successes are 50% and above: Action is such a calamitous success that it tends to make things worse. (Timmy knocks the training dummy into an arc where it flies for 100 meters before smashing into Alice's face, breaking her nose.)
In the above example, assuming that not enough 1's or 6' had been rolled to affect either side, Timmy would've done an adequate amount of damage to the Contorted had he not missed and his opponent would been unable to block enough damage. However, due to its high Agility, the Contorted was not only able to dodge Timmy's sword but was able to instantly counter by tripping him, gaining the upper hand.
-Success Ratio: Progress Actions-
In progress-dependent activities( attending classes to learn new skills and recipes and to raise their levels, crafting items and Totems, and doing research for perks for Psyches and Totem charms), rolls are made while at the academy over a five day period per turn, represented by 5d6. Each success represents a day that the activity progressed. For a skill or recipe to be learned, an item or Totem to be crafted, or a perk, recipe, and Totem charm to be researched, it must have 100% progress, no matter how many more 'days' it must be done. For example, if someone receives 3/5 successes for crafting some healing potion, that means that they spent three days to successfully progress their potion-making to 60% completion and thus needs at least two more successful days to complete their task, even if they in reality have to spend more than two days to do so. In the chart below, Timmy is attending a class to learn how to cast Fiery Lightning Ball. This assumes that Timmy is receiving no bonuses for progress.
0/5 successes (0% Completion)=Either Timmy's been slacking off or he's just down on his luck. He must try again next week.
1/5 successes (20% Completion)=Timmy wasted so much for so little. He should attend this class next week if he really wants to learn this spell.
2/5 successes (40% Completion)=Timmy is making some progress though he could do better.
3/5 successes (60% Completion)=Timmy is doing much better. Keep it up!
4/5 successes (80% Completion)=You are almost there, Timmy! Just keep going and don't let up!
5/5 successes (100% Completion)=Congratulations on learning that new spell, Timmy! Now go out and fry those Contorted!
Any extra successes is rolled over to further progress if the student wishes to use them
Moreover, the ratio of 1's or 6's rolled to total number of days rolled can rush forward, stall, or even completely reverse the current progress made regardless of the number of successes!
A 1 out of five rolls=Minor failure= (Though Timmy failed badly on just one day, it is eating him up in the inside.)
2 1's out of five rolls=Typical failure=>Debuff for two turns (Timmy was slightly blinded by an accident and it's starting to affect his personal life).
3 1's out of five rolls=Major failure=>Major debuff for two turns and one day of lost progress (Timmy suffered some serious spiritual trauma that reduced his ability to dodge effectively. His progress is pushed back by one day).
4 1's out of five rolls=Critical failure→Several Major debuffs for two turns and three days of lost progress (Timmy suffered a horrible accident that temporarily but severely crippled his ability to fight effectively. As a result, his progress is pushed back by a wide margin.)
5 1's out of five rolls=Catastrophic failure=>Possible death or Several Major debuffs for two turns and all progress lost (Oh no, Timmy has been killed in that terrible accident! Once he returns from the nearest medical section, he is going to be pissed at losing all of his progress!)
Only the current progress will be lost. The student will not lost previously completed levels of that activity.
A 6 out of 5 total rolls=Amazing success=>One extra success is rolled over for the next week.(Timmy's hard work paid off and now his progress has sped up)
2 6's out of 5 total rolls=Critical success→Two extra successes are rolled over for next week and student receives a minor buff for one turn. (Timmy is astounded that he is making great progress and is in a very good mood.)
3 6's out of 5 total rolls=Extraordinary success=> Three extra successes are rolled for next week and student receives a buff for two turns. (Timmy feels empowered by how much extra progress he'd made and feel like he can take on the world.)
4 6's out of 5 total rolls=Overwhelming success=>Four extra successes are rolled over to next week but student receives a debuff for two turns. (Though Timmy has made a huge amount of progress, he is overworking himself to do so and suffers as a result.)
5 6's out of 5 total rolls=Debilitating success=>Five extra successes are rolled over for next week but either at the cost of the student's death or a Major debuff for three turns. (Timmy died because he suffered an accident by rushing his progress on the activity. However, it is obvious that he would consider this a small price to pay compared to how much progress he made.)
The student is welcome to do any progress-dependent actions they choose each round and how many weeks to do so, though they are limited to one per round.
---Attending Classes-
Suppose that you found out that your Psyche alone is insufficient for the task ahead. Suppose that the enemy has discovered its weakness and you are losing as a result. In this case, you need to attend classes to learn new skills that will complement your Psyche and give you an edge in combat. From martial arts moves to powerful spells, to even buffs and debuffs, the amount of skills you can learn is endless. However, skills are more effective if they are leveled up by completing the amount of week-long lessons equal to the level you're aiming for, provided that you'd already completed the required amount for the previous level. For example, Timmy wants to learn how to do a Level 3 Cyclonic Kick. In order to do that, he must first successfully complete a week to learn the skill in the first place, then two weeks to raise it to Level 2, and finally three weeks. In total, Timmy would have to complete six weeks just to raise Cyclonic Kick to Level 3. Bonuses relating to the attribute of the skill being learn are applied, like in this case Might, help make it easily to learn as represented by +1 roll for every five Attribute points. Boosting an Attribute with Q-Gems (as explained further below) is a quicker way to learn skills requiring that Attribute, giving a boost of +5 rolls per Q-Gem used, though it is highly risky…
Skill Level Chart
1. Novice→ +1 to relevant Attribute when used.
2. Rookie=> +1 to relevant Attribute when used.
3. Apprentice=> +1 to relevant Attribute when used and a characteristic of your choice.
4. Proficient=> +2 to relevant Attribute when used.
5. Expert=> +2 to relevant Attribute when used.
6. Elite=> +2 to relevant Attribute when used.
7. Adept=> +3 to relevant Attribute when used and a characteristic of your choice.
8. Master=> +3 to relevant Attribute when used.
9. Grandmaster=> +3 to relevant Attribute when used.
10. Legendary=> +4 to relevant Attribute when used and a choice of reward upon successful completion of Graduation event.
In the above example, Timmy now has a Level 3 Cyclonic Kick, making him an Apprentice. If his Might is 6 for example, Timmy can inflict a total of 9 damage (Might 6 + Novice 1 + Rookie 1 + Apprentice 1) whenever he uses Cyclonic Kick.
--Crafting-
In Altera Vita, crafting is a very useful but tedious process that not only require the recipes for the desired items to be learned first in class but the total completion of the items themselves. Depending on what is being crafted, a single item and Totem or a batch of consumables may be produced. For consumables, five items are produced at the very first level of the recipe. The table shows how each level of the recipe affects item production per week:
1. Novice→ Base amount of 5 consumables or an unremarkable item (+1 for relevant rolls).
2. Rookie=> +1 to base amount.
3. Apprentice=> +1 to base amount and a characteristic/improvement of your choice or a standard item (+2 for relevant rolls).
4. Proficient=> +2 to base amount
5. Expert=> +2 to base amount or an ornate item (+2 for relevant rolls and +1 Charisma).
6. Elite=> +2 to base amount and a characteristic/improvement of your choice
7. Adept=> +3 to base amount or an exquisite item (+3 for relevant rolls and +2 Charisma).
8. Master=> +3 to base amount.
9. Grandmaster=> +3 to base amount.
10. Legendary=> +3 to base amount or a magnum opus item (+4 for relevant rolls, +2 Charisma, and +1 Willpower). Upgrading the recipe to Legendary gives choice of reward upon successful completion of a Graduation event.
Bonuses for quality only apply to single items like Totems for example. Matching sets of armor and clothing count as single items for the sake of convenience.
For example, if Timmy has an Elite Level recipe for spiny skin potion, he can produce up to 13 potions per a successfully completed week
Please keep in mind that any 6's rolled during crafting may add some unintended effects to the finished potions, with the severity depending on how many of them are rolled.
Sometimes, crafting recipes can be found outside of school. They are usually powerful, though their effects are unknown at best if no one (truthfully) reveals what they do...
--Research-
There are some things that cannot be learned in class. Sometimes, a student must experiment with unique effects and charms to help in places where even the run of the mill skills won't be enough. There may even be times when the student may desire to examine mysterious objects that they either found outside or looted from enemies.
The aforementioned unique effects are known as Perks and though they cannot be upgraded, only switched out between each mission, they are particularly good at making the student's Psyche much more versatile. For each level the student gains, an additional Perk can be fitted with their Psyche, allowing them to adapt to changing circumstances. Perks can do anything, ranging from inflicting additional damage to causing a desired effect whenever the Psyche is used.
Another thing that can be researched are Totem Charms. During to the fact that all of Aetheria flows with a substance called Quintessence, Charms can be used to manipulate reality to fit the needs of the student, at least initially on a personal level, allowing them to do superhuman feats. Whether the student wants to boost several Attributes at one time or temporarily modify an action or skill beyond its normal effects, Totem Charms are able to do so. Due to the complexity of these Charms, only one Charm can be crafted with an item to make a Totem. Furthermore, Charms are known to be hard to create and even harder to master and thus take a minimum of two weeks to research and an additional week to upgrade. The minimum amount of Quintessaline or Q-Gems, which will be explained later, needed to activate the Charm depends on its level as shown in the following chart:
Level 1 Charm (Affects a single medium or lower sized object, a single skill, etc.)
Level 2 Charm (Affects up to three Attributes of a single person, a single large or lower sized object, up to two skills, etc.)
Level 3 Charm (Affects up two to three Attributes of up to five people, a few large or lower sized objects, up to three skills, etc.)
Level 4 Charm (Affects up to six Attributes of up to nine people or up to three Attributes of a small crowd, a massive object, up to three skills of up to five people, etc.)
Level 5 Charm (Affects all of the Attributes of up to twelve people or up to six attributes of up to a large crowd, up to several massive objects, up to five skills of up to ten people, etc.)
Note that Totem Charms are very powerful but just as specific, meaning that they will only affect what they are researched and crafted to affect. For example, a Totem Charm that causes projectiles to curve toward their targets will obviously not work on melee weapons. Also, in order to create a Totem to be used, the respective Totem Charm must be completely researched first then the Totem itself must be crafted. Only a Totem can hold one Charm.
--Experience/Levels-
As a student fight battle after battle or complete some other action, they will receive experience. Once enough experience is gained, the student will obtain a level and their Psyche receive one more slot for a Perk that they researched first. The following actions gave the student some experience:
Defeating enemies.
Beating competitors during contests.
Completing missions and objectives.
Completing classes, crafting, and research.
Completing research on found objects.
Miscellaneous
Each student receives 10 points per level to put into their Attributes, with their Castes determining which of them count twice the inputted points. For example, if Timmy's Might is 12 and he's part of a Caste that counts any points placed into Might at twice its value, if he decides to put two points into Might, it will be raised to 16 (2 x 2 = 4 + 12 = 16).
Initially needing 100 experience for the next level, each required amount increases by 80% for each level after that. For example, after reaching Level 2, Timmy would need 180 experience to get to Level 3 and then 324 experience to get to Level 4 and so on, rounded up.
~The Highly Informative Guide of Altera Vita: Our Reality and You.~All About QuintessenceDon't be fooled by how similar Animus is to your homeworld and universe. Here, everything is permeated with an ethereal substance known as Quintessence. Like your very soul, Quintessence is the basis for all life in Aetheria and helps define its reality. From the waves crashing on the islands in the Pisces Realm to the blades of grasses dancing in the breeze in the Animus Realm, Quintessence is forever moving, even when gathered in one place. Therefore, it comes at no surprise that students like you can use this omnipresent substance to power your abilities, whether you want to melt the skin off a hapless Contorted with fiery lightning or mend the injuries of a fellow student who's questioning her second life's decisions as she push her entrails back into her abdominal cavity. In fact, it is because of Quintessence that you're able to use your Psyche, an ability that's unique to you, all of which will be explained in greater detail below.
Quintessaline: A Guaranteed Crystal Addiction.Occasionally, you may decide to use Quintessence to boost your attributes, either to survive a particularly bloodier than usual battle or to do better in lessons, you dirty cheater. However, in its natural state, Quintessence is too diluted to make the cut. What do you do in this situation? Just desublimate it into a usable form, of course! Known as Quintessaline or informally as Q-Gems, three of these marvelous cyan crystals can be initially carried within your very being to be used later and you can carry one more every five levels. Though I will teach you the technique to create them in the auditorium, how you use them is up to you. Just use the crystals in whichever attribute you pleased and it will be greatly enhanced, allowing you to complete amazing feats depending on how you're using that attribute. For example, using a Q-Gem to boost your Strength attribute may allow you to punch a Contorted into low orbit while using a Q-Gem with your Perception may allow you to watch sweat roll down the blushing cheek of an embarrassed classmate from 200 meters away. You may add as many as you want, though you can only use them on one attribute. You can replenish your stores of Q-Gems as often and whenever you pleased but only when not taking any classes or doing crafting or research. However, you must remain still while doing so, which may leave you vulnerable to ending up inside a Contorted's digestive tract. Also, your body is put under much stress the more crystals you pumped into yourself to boost your attributes (though writing that sounded kind of weird but I digress). Pray that spiritual exhaustion is the worst you will ever face because there are far bloodier fates in store for Quintessaline junkies…
Perhaps the most important use of Q-Gems is powering up your Totems for up to ten rounds, which is two turns. Unlike boosting your attributes, you can use the crystals to activate all of your Totems. However, the same rules apply when trying to pump your Totems full of crystals. Trust me, you do
not want to know how many mops, buckets, and sponges the Seraphim went through just to clean up the remains of a dormitory full of students after one of them made one of his Totems go thermonuclear...
You will start out with three Q-Gems and will be able to hold one more every five levels.
Weapons and the Students Who Use Them.By now, you should already be aware of the weapon assembly gem I'd placed in your room, unless you happened to be empty-headed enough to shove it into a nostril in which case it would've already activated and I should look forward to seeing your name and epitaph on the Wall of Snark shortly. Anyway, due to the ever-changing and often hectic nature of combat in Aetheria, all students are expected to be versed in both close quarter combat and ranged standoffs. Therefore, your gem will assemble a weapon out of the Quintessence that can switch between melee and ranged modes. Just picture the kind of weapon you have in mind and the gem will make it a reality. In addition to awakening your Psyche, the gem also binds your weapon to your very being, ensuring that it cannot be taken away, damaged, destroyed, or loss even if you were to kick one of many buckets to come.
Psyche: Soul Power to the MaxEver since you left the mortal coil and came here, you were a spirit. See that glowing, quivering mass inside your chest? That's your soul, the seat of your feelings and emotions and, most importantly, your Psyche. Kept dormant during your days among the living, your Psyche is awakened when the weapon assembly gem I'd previously mentioned exposes it to Quintessence. As a skill that's been a part of you since you were born, your Psyche is unique to you. It can entail anything, ranging from moving at high speeds to creating illusions of yourself. The best part is that you instinctively know how to use it. It is as natural to you as your muscles. Also, just like your muscles, you must use it to keep strengthening it. As a result, it will become stronger and more useful. After all, how else are you going to give it perks each level if it's still just as strong as before? Your current level determines how many perks can be attached to your Psyche though they can be switched outside of battle, making them highly adaptable.
Attributes: You Are What You Shape.Every student is unique in how they approach problems and how they choose to solve them. Indeed, not even students who were twins in their mortal life would handle the same situation the same way. Some people like to take a massive hammer to their problems while other want to get inside their heads and beat it down with rhetoric. The following attributes will show where they are useful and how must they apply to you:
Might: So you like to bash someone's brains in or scatter them over their horrified comrades with a well placed shot? Well you can with enough of this attribute. For every one point in this attribute, you will do one point of damage in combat, though how much damage you will actually inflict upon a successful hit depends on how much successes you roll of Might as well as how many are rolled for your target's Fortitude. Also for every five points of Might, you receive one extra roll when learning skills and researching perks and Totem charms that would inflict physical damage.
--1 Might point = 1 Physical damage
--5 Might points = +1 roll to progress-dependent activities that require Might.
Fortitude: Think you can tank some powerful hits or will you shatter like glass? This attribute will toughen you and is good against physical attacks as well as magical attacks and effects, particularly when blocking. For one point in Fortitude, you will block one point of damage regardless of source. For every point in Fortitude, you gain two Health points so that you can easily gauge how long you got before that Contorted brute rams your head into your torso. Also, every five points in Fortitude grants you an extra roll in progress-dependent activities that involve protecting yourself from harm.
--1 Fortitude point = 1 Damage blocked.
--1 Fortitude point = 2 Health.
--5 Fortitude points = +1 roll to progress-dependent activities that require Fortitude.
Endurance: Wish that you didn't feel as if you have ran a marathon? Maybe it's because you're out of stamina and possibly out of shape. Don't worry, this attribute will give you a jump start. It's also useful for resisting ailments that can affect you physically like pain and poisons and is extremely important in long engagements. In addition, for every five points in Endurance, you receive +1 extra roll in progress-dependent activities that involved managing stamina and other physical trials.
--5 Endurance points = +1 roll to progress-dependent activities that require Endurance.
Accuracy: Are you always on target or do you feel yourself veering away from the mark? This attribute will determine how often you hit your target and whether you are successful at hitting specific parts. In fact, Accuracy is everything in combat and competitions and no attacks can land if the amount of successes for Accuracy cannot surpass the successes for the target's Agility, which is good to have when it's all that stands between you and that Contorted wasp who wants to lay its eggs inside your skull. No pressure. Five Accuracy points will give you +1 roll when doing progress-dependent activities that involved manipulating Accuracy.
--5 Accuracy points = +1 roll to progress-dependent activities that require Accuracy.
Agility: Second life's a drag when you have the speed and reflexes of a rag, do you agree? Why take the blunt of the assault head on when you can simply not be there when it lands? Agility is good to have to keep ahead of the competition and can aid you tremendously when bypassing obstacles and other sticky situations. Parkour enthusiasts and wall runners alike will love to have all the Agility they can get, especially when outmaneuvering that mighty Contorted who is more than happy to help them become much more flexible than they would like to be. Five Agility points will give you +1 roll when doing progress-dependent activities that involved increasing your speed and reflexes.
--5 Agility points = +1 roll to progress-dependent activities that require Agility.
Stealth: Do you want to get the drop on an unsuspecting enemy or do you want to hide and let your less wimpy comrades have all the fun? Do you want to ignore your mother's lectures about the importance of honesty and become a better liar? Search no further for Stealth is here! Blend in with the shadows and pop in unannounced, preferably with your targets already leaking their bodily fluids out of the holes you made in them. With Stealth you can stalk your quarry through various terrains and rooms and eavesdrop on them, with them none the wiser. Just watch out for enemies who have good eyesight, such as that giant Contorted bird who'd grabbed you while you were stalking one of its land-bound kin hours ago and is flying back to its nest to feed you to its young. Who's hunting who indeed? Five Stealth points will give you +1 roll when doing progress-dependent activities that involved hiding, stalking, and other clandestine things.
--5 Stealth points = +1 roll to progress-dependent activities that require Stealth.
Perception: Do you want to become the eagle-eyed member of your team who can see every trap and ambush the enemy placed in your path? Are you lacking in confidence about your current chance of survival and just want to take a good look at what will soon become your demise? You won't have to look twice when your Perception is nice! With Perception, you can pick up on visual cues from whoever you are looking at and use it to your advantage. You can also detect anyone or anything who try to sneak up on an unsuspecting teammate, stealing away their element of surprise. Few things will escape your notice, unless they are anything like that Contorted chameleon, who is so stealthy that even you haven't noticed it. At least you'll notice its barbed tongue moments before it wraps around your head and drag you into the waiting creature's mouth. Five Perception points will give you +1 to progress-dependent activities that seek to improve your senses.
--5 Perception points = +1 roll to progress-dependent activities that require Perception.
Intelligence: Wish to turn your beautiful brain into a receptacle of knowledge and a conduit of esoteric powers? Want to style yourself as more of a scholar than a warrior? Just think of all the beneficial properties that Intelligence has to offer! With a higher Intelligence, you can out-think the competition in subjects that's too much for the microbes they called their brains, which is pretty much everything. This translates to +1 roll in all progress-dependent activities for every five points of Intelligence, regardless of purpose. After all, even a student who's learning a new martial arts move need to understand how well to apply it and what factors will affect it. Lastly and much more flashier, Intelligence also determines the amount of damage your magical attacks will inflict as well as their effects if any. This is important if you want to obliterate that Contorted who want to gore you to death with its horns. Pray that its Fortitude is not too successful…
--1 Intelligence point = 1 Magical damage
--5 Intelligence points = +1 roll to all progress-dependent activities.
Charisma: Do you consider yourself silver-tongued enough to sell a provocative painting to a blind priest? Are you particularly good at convincing others that you're right, even when you're actually wrong? Wrap others around your fingers with a healthy dose of Charisma! Persuade others to see your point of view and to let you have your way. If they have the capacity to reason, there's no reason to talk some sense into their skulls, your sense. Even your enemies can be convinced to drop their guard if they're weak-willed enough, allowing you to deliver the coup de grace. With your mastery of rhetoric, you can even cheer up your discouraged classmates or snap them back to their senses. Unfortunately, your disarming voice rarely works on the mindless, lowly ranks of the Contorted. It will only give them enough reason to 'disarm'
you and beat you to death with your own limbs. Five Charisma points will give you +1 to progress-dependent activities that seek to alter the thought processes and inner drives of the affected.
--5 Charisma points = +1 roll to all progress-dependent activities that require Charisma.
Willpower: Want to withstand the mental trauma that your foes wish to inflict on you? Do you wish to shock any would be charlatans and mesmers moments before removing their heads from their bodies? You can't resist the pull of Willpower! Though combat in Aetheria is awesome, it can be a gruesome slaughter-fest where enemies seek to get inside your head, usually metaphorically though sometimes they can do so physically too. Having a higher Willpower will turn the tables on them and will make it harder for them to affect you again. Most importantly, Willpower is necessary for keeping your Vice in check whenever its triggers are activated and will help you snap out of it when it does. Willpower is quite a useful attribute, especially when facing down a cunning Contorted who always try to anger you into exposing you liver to its serrated sword. Five Willpower points will give you +1 to progress-dependent activities that seek to manipulate one's will to continue the fight.
--5 Willpower points = +1 roll to all progress-dependent activities that require Willpower.