Main DaCapo Page:

Attributes:

 

Attributes are divided between Physical and Mental, each having a limit of 7 until you use either use a perk to go beyond that number or level up enough to go beyond the number with a bonus. Bonuses are given out every Phase and shown in the bonus section so players can keep track of what is being offered (or so that when a new character is made bonuses can be retroactively applied if needed). 30 spending points.

 

Physical Attributes:

 

Strength:

Strength can be applied in various ways. In standard freeform RPing, strength checks can be used to see if you can lift/move/budge objects against, even against other NPCs or players Strength numbers.

Strength is also applied to strength modifiers regarding certain weapons: fists, heavy lifting weapons like swords, lances, etc. that require strength to move around or swing.

Strength is also applied for Armor. If you have 5 Strength you can wear 3 pieces of Armor. If you have 7 Strength you can wear 4 pieces of Armor. If you do not have bonuses for more armor, if you have 9 Strength you can wear 5 pieces of armor.

If you have a Strength of 6, you can have carry 4 Items without the need of a perk. If you have a Strength of 9, you can carry 5 items without the need of a perk.

Depending on high your Strength Attribute is, you can also unlock certain Perks, (See Perks) that relate to Strength.

 

Dexterity:

Dexterity measures agility, reflexes, balance, coordination and so on. During free form, dexterity checks can be used to help dodge the GM's attacks easier (especially mentioning you have a high Dextity), moving through trapped rooms, performing tricks to fool enemies, and so on.

Dexterity is applied to Dexterity modifiers regarding certain weapons: throwing knives, long range weapons that require aiming, guns.

If you have a Dexterity of 5, you can automatically skip half the non space OGs (and those too if you're a pilot). without the need of a perk. If you have a Dexterity of 8, you can skip all non space OGs (and those too if you're a pilot) without need of a perk.

Depending on high your Dexterity Attribute is, you can unlock certain Perks, (See Perks) that relate to Dexterity.

 

Speed:

Speed is how fast you are and while it is close in field to dexterity in reaction, speed controls several key things. During free form, speed can you move faster past certain traps, avoid things with speed checks, and so on (by mentioning your Speed to the GM).

In Boss Battle Mode, Speed determines the turn order of the players and enemies. You can learn more about it in Boss Battle Mode. The faster you are, the sooner you can act in battles and in free form speed will be noted.

Depending on high your Speed Attribute is, you can unlock certain Perks, (See Perks) that relate to Speed.

 

Endurance:

Endurance measures various things to do with how resistant you are to damage, your health, and how tough you are to damage. For freeform RP, the higher your endurance, the more damage you can take without the GM dropping you. It is like a toughness check in various situations.

Endurance can increase your health as well. Ever phase, you gain 5 HP to your overall HP. So if you have 25 HP, you will gain 5 HP per phase. Endurance will give you extra health per Phase level up along with that 5 HP.

Endurance 2 - 2 HP.

Endurance 3 - 3 HP.

Endurance 4 - 4 HP

Endurance 5 - 5 HP

Endurance 6 - 6 HP

Endurance 7 - 8 HP

Endurance 8 - 10 HP

Endurance 9 - 15 HP

Endurance 10 - 20 HP

Endurance and armor? Think on it.

Depending on high your Endurance Attribute is, you can unlock certain Perks, (See Perks) that relate to Endurance.

 

Mental Attributes:

 

Intelligence:

Intelligence deals with deductive reasoning, knowledge, memory, logic and rationality. During free form RPing, Intelligence is a check for things like doctor knowledge, hacking knowedge, building knowledge, mage knowledge, things that require high intelligence checks.

Intelligence is also applied to magic modifiers regarding certain weapons: magic tomes, spells, summons, etc. that requires intelligence to use? (debating this one or reworking it maybe as a buffer. Get insight from Sara and Sera)

Depending on high your Intelligence Attribute is, you can unlock certain Perks, (See Perks) that relate to Intelligence.

 

Charisma:

Charisma deals with force of personality, persuasiveness, leadership and successful planning. During free form RPing, the higher the Charisma, the better the chance of the character to get a NPC to do something they might not normally do. Or they can be talked into following the character when they might do so normally.

Charisma can be used to deal with enemies or boss enemies to do rolls to try to avoid battles or turn the events in one's favor, such as when the Elder Spirit situation came up. A high Charisma can sometimes bring up the option to talk when it normally is not even on the board.

Depending on high your Charisma Attribute is, you can unlock certain Perks, (See Perks) that relate to Charisma.

 

Wisdom:

Wisdom is all about self-awareness, common sense, restraint, perception and insight. In free form, this allows a character to notice things they might not notice before or get context clues they might not normally would have before.

In Boss Battle Mode, high Wisdom might give clues to the enemy's weak point or other points that might help bring them down. Or even in free form mode. You can learn more about it in Boss Battle Mode. Wisdom is hanging back and taking things in.

Depending on high your Wisdom Attribute is, you can unlock certain Perks, (See Perks) that relate to Wisdom.

 

Mind:

Mind is how powerful your mind is mentally. This lets you possbily read others' mind if you want or defend against mind attacks. This Attribute is for Psionics or those who wish to defend against Psionics. In free form, the Mind Attribute is useful for RPing various things from telepathy, telekentics and so on depending on how high it is.

Mind is also applied to mind modifiers regarding certain weapons: psionic weapons, etc. that require the mind to attack.

The higher the Mind Attribute is for your character, the better your defense against other Psionic users, the stronger your psionic attacks are as well, and the ability to do telepath moves and link to other players.

Depending on high your Mind Attribute is, you can unlock certain Perks, (See Perks) that relate to Mind.

 

Shared Attributes:

 

Energy/Magik (Godhood):

Energy blasts and Magik/Spirit power comes from a power from within the person conjuring the ability due to either talents inside them using various racial powers or channeling magic and summons or what not. In free form, this Attribute can be used to do all sorts of things and come down essentially the same thing, but of opposite sides of the same coin. Energy abilities, either man-made or naturally, can be used to attack, defend, and do a multitude of things, and the same for magic, summons, and so on.

Energy/Magik is also applied to energy/magik modifiers regarding certain weapons: blasts, energy weapons that are created, magik weapons, racial weapons, etc, that requires creation of energy/magik.

The stronger you climb in Energy/Magik, the more powerful you get in either the Energy/Magik side of your choice. Including the various relics, Spirits, or magik you might across.

Depending on high your Energy/Magik Attribute is, you can unlock certain Perks, (See Perks) that relate to Energy/Magik.

 

Abilities:

This Attribute is completely for one thing - gaining points to apply to spend on Character's Abilities. You can apply 7 points like any other Attribute unless you have a perk or a bonus to beyond that number. You can learn more about Abilities on the link, but essentially you spend an ability point to refresh one of your character's abilities in battle when you're in Boss Battle Mode and sometimes in free form mode.

 

TAW is © 1997-2018 Kevin T. Bell

TAW6 Special Thanks: Sara
Special Thanks to Sera