Attributes

Attributes represent the strengths of your Avatar, the body you control on Morphyry.  There are three kinds of attributes, and they come in three levels of strength - 3, 4 and 5.  However these strengths may be supplemented in certain conditions (by spells for example), to provide two extra levels - 6 and 7.  The attributes strengths are named for each attribute and are summarised in the following table:

The table is read such that a Character with 3 Electra is said to have Awareness, whereas a Character with 5 Spiritum is said to have Divinity.

The card at left is an example of an Attribute Card.

It is a Corpus Attribute, describing the bodily abilities of the character, and rating them at 4 pips or points, which may be Assigned during the game, and may also be reduced by damage.

Attribute cards with lower pips will tend to be balanced by special abilities, as in this case, where the Character has Healing.

During gameplay Attribute Cards are placed out in a group of three, one Corpus, one Electra and one Spiritum card, to form the main avatar in the Tableau (labelled "Attribute Cards" in the diagram).

The three cards pip values must not total more than 12.

Derived Attributes

Specific "skill attributes" are required in certain specified situations.  It is too complicated to have separate records of attributes for each of these situations.  Instead they are set by default to be the same value as one of the three Attributes actually defined by an attribute card placed out.

These Skills are called the Derived Attributes.   The Electra, Corpus and Spiritum Attributes, which are set by the value of one of the three Attribute Cards (or the default attributes) on the tableau are referred to as a Defined Attributes, to contrast them with Derived Attributes.

For example Aiming is a Derived Attribute for Electra; if a rule or card play refers to Aiming score, use the Electra score from your Electra card.  The Electra is the Defined Attribute because the score from the card dictates the Electra value, from which in turn the Aiming value is obtained.  .

Sometimes a special ability, or a spell or other effect, specifically modifies a derived attribute.  For example Speed is a derived attribute of Electra.  A character may cast a "Haste" spell which increases Speed from its current value, ie equal to Electra, to some higher value.  Electra itself however does not change.

Derived attributes are grouped into categories below each Attribute for convenience.  Sometimes a special ability, spell or other effect will modify a whole category of Derived Attributes at once.  For example a Ring of Quickness increases both Reactions and Speed (whereas the Haste spell only increases speed).

Electra

This Attribute is associated with nerves, skills (in weapons, fighting and so on), discipline, reactions, quickness of wit, dexterity, poise and so on.  A character with Awareness in Electra will keep up (but only just) with the average person, reacting to their actions, and deliberately moving to implement their own responses.  In contrast a character with Brilliance will move quickly, reacting almost instantaneously, and executing difficult manouvres with speed and confidence.

Corpus

This Attribute governs the body of the Avatar character - their main strength, constitution, ability to suffer wounds, the suppleness and power of their muscles and limbs.  A Character with Existence will be able to use a light weapon, and bring it down to some effect, but will not be able to absorb much injury. On the other hand, a Character with Power will be able to deal mighty blows with a heavier weapon, and survive longer in battle.

               

Spiritum

The mental and spiritual abilities of the character are represented by this attribute:  their morale,  wisdom, and knowledge of arcane and fighting techniques, their ability and resistance to spell casting, and resistance to the crippling effects of pain and loss of courage.  An Avatar character with Mordance will be shiftless, fight with a limited range of techniques, and be likely to buckle under painful blows, or shrug off your control and run away in fear.  A character with Divinity has broad life experience, is capable of knowing a range of spells, and he or she fights with serenity, seeming to predict their opponents every move.

Default Attributes

At the beginning of the game, on your first Avatar only, any empty spaces in the set of Attribute Cards are deemed to be occupied by Default Attributes.

A Default Attribute is like a placeholder, it is an imaginary card which is deemed to supply the values for your Avatar until you fill all three slots for Attribute cards in the tableau.  Default Attributes are always 3 pips, and have no special abilities.

Playing Attribute Cards

During phase 3 of gameplay you may place out an Attribute card.  If the Main Avatar position (see the diagram below) has a vacant spot for a card which you have in your hand you must play that card there before you start filling Other Character positions.  Once the Main Avatar position is complete, new attribute cards may be placed in Other Character positions.

When filling either the Main Avatar position, or an Other Character position, the total of the pip value of the set of three cards must not be more than 12.

Changing Your Avatar to an Other Character

Once an Other Character position is complete, you may (in game terms) transfer your eternal spirit to that character.

The previous avatar now stops any techique she may've been doing, and leaves the game.  Remove that miniature from the Scenario, and place the Attribute cards from the Main Avatar position on the discard pile.

To start your new character, move the Other Character 3 card set to the Main Avatar position, and place a miniature at any edge card of the Scenario.

Attribute Card  Placement on the Tableau

This is a section of the tableau diagram in the Gameplay rules.

Note:  If there are free spots for covering-cards (technique card/s in play, damage attributes to cover) you can place Attribute cards as bluff cards.

Summoning

Magic-using characters may have supplied themselves with Summoning spells in their deck.  These allow them to take control of a new Other Character, without removing their Main Avatar from the game.  A new miniature is added to the Scenario, placed on an edge square, to represent the summoned creature.

The Spell Technique card used to summon the creature should be placed along with the Attribute card/s representing it.  The creature stays in play until either the summoner loses control of it, or the character it is sent to attack dies.

Some non-human creatures that can be summoned do not require a full set of Attribute Cards, and may allow for special modification of those anyway.  For example an Air Elemental may be summoned, with only Electra and Spiritum cards, and the spell specifies it has Strength and Power 6.

Techniques for Summoned Creatures

Most creatures do not have technique cards to allow them to attack.  They typically have only one mode of attack, dictated by the type of creature summoned.  These attacks are specified in the following table.

Control

Summoned creatures are directly controlled by the will of the summoner, and are capable usually of only one simple Technique which is specified on the Summoning spell.  They will keep chasing their target and performing the attack, but certain occurrences can threaten to break the hold their summoner has over them.

Summoner will lose control of the creature if:

When this happens the creature's miniature or token, and attribute cards are removed from the game.

Next: Artifacts