Attributes

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Eternal Realms uses an attribute system that presents a series of primary attributes: Strength, Constitution, etc. These primary attributes are the ones that are generally displayed to the player, although they are really just averages of the internally kept sub-attributes.

Attributes improve with use. Skills have primary and secondary attributes assigned to them, and use of those skills and commands will has a chance to increase the attribute. The chance to improve is a varies by the skill.

There will be an attribute maximum of some sort, this is still under discussion.

Increases to one sub-attribute may also affect the related sub-attributes. For example, a player that jogs a lot is primarily increasing their stamina (a sub-attribute of constitution). However, this will also improve their immunic defense to a lesser degree

Contents

Attribute Values

Players may not generally see the numerical value associated with their attributes. Instead they may be presented with a rating like:

  • Terrible
  • Poor
  • Below-Average
  • Average
  • Above-Average
  • Good
  • Excellent
  • God-like

Attribute Listing

STRENGTH

Raw Strength (RST)

What in daily life is referred to as strength. How much weight you can lift in a 90 degree angle from your body or how much you can benchpress.

Strength Technique (STT)

The ability to use your strength in a constructive way. Two good examples are the way a javelin thrower make the spear fly far; and how some people seem to be able to lift and carry heavy items without problems.

CONSTITUTION

Stamina (STA)

How much and how long you can persue an effort. A marathon runner has to have a high stamina, while a cheetah who get tired after a few seconds hasn't.

Immunic Defense (IMD)

The body's ability to resist, absorb and neutralize foreign substances and diseases.

Body Constitution (BOC)

How much muscle mass a person has, and how sturdy the skeleton is. In effect, this determines how much damage a person can take.

INTELLIGENCE

Short Time Memory (STM)

The ability to remember things that happened recently.

Long Time Memory (LTM)

The ability to remember things that happened a long time ago; some claiming the ability to learn.

Deductive Power of Deduction (DPD)

A deductive reasoning follows the laws of logic; commonly used in mathematics and philosophy.

Inductive Power of Deduction (IPD)

An inductive reasoning is based on the laws of probability, you can never be completely certain. Eg. The man exiting the pub is not walking straight. He probably had too much to drink.

Intuition (ITN)

The supernatural ability, or sixth sense, to "feel" what the correct solution to a problem is; or the ability to sense something that could be harmful.

Creativity (CRE)

The ability to think out of the box and come up with new ideas.

WISDOM

Mental Stamina (MTS)

A measure of how big psychic load a person can handle. A jigsaw puzzle with 5000 pieces, of which 3000 are blue sky and ocean probably would require a high mental stamina.

Willpower (WIL)

The ability to endure physical load and pain. A person with a high value would be able to keep their head cold in pressed situations and have a good resistance towards brainwash and interrogations.

Mental Health (MTH)

Inner harmony; how well a person adapts to the environment. Could also be drawn to 'sanity'; to determine how well a person handles traumatic experiences.

DEXTERITY

Precision (PCN)

The hand-eye coordination. Determines the natural ability to aim, draw, sew and other activities that require steady and/or agile fingers.

Agility (AGI)

How well you can balance your body and your movements; as well as the natural grace and agility.

Reactions (REA)

How fast a person is, and how well developed reflexes you have. (The article refers to the comic figure 'Lucky Luke' as a character with a 'decent' value on reactions )

CHARISMA

Looks (LOO)

How someone looks. Note that this doesn't necessarily mean a person is beautiful, but have an appearance that makes people see him/her in a positive way. Examples are: beautiful, reliable, fatherly, saintly, etc.

Personal Magnetism (PMN)

This determines whether a person is easy to conversate with and spend time with. To make it short, if you just see a person, you would judge a person by the looks; but if you speak to someone for 15 minutes, the personal magnetism would be a big factor on how you percieve someone.

Charm (CHA)

The first impression you give; connected with natural ability to persuade, body language and posture.

Leadership Ability (LEA)

The ability to instruct, coordinate and order other persons. A phycholist would probably say that different traits are given to democratic and authoritic leaders; however, since pure leadership styles of these two traits are so rare, the article doesn't see it necessary to divide leadership further.

PERCEPTION

Sensoric Ability (SAB)

How well the senses work; how small movements, sounds and smells he could detect. For gameplay reasons this could be divided further into the 5 senses (the 6th already being intuition).

Sensoric Selective Ability (SSA)

The ability to screen away the non-important and concentrate on the things you really want to detect at the moment.

Sensoric Deductive Ability (SDA)

The ability to detect wierd things; who aren't wierd until you put them into the big picture. One example is that Sherlock Holmes is good at this.

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