Your character's natural strengths and weaknesses are portrayed through their attributes, which come in six varieties: three physical and three mental. In other words, attributes are meant to represent the nature in the 'nature & nurture' of your character. Unlike skills, attributes tend to be what your character were born with so they have shaped them from the very beginning, so think them over very carefully. In the story proper, you will have no chances to change your attributes, and even the chances to increase them are incredibly hard to come by.
In character creation you are given 11 Life Points (LP) to use to increase your attributes.
Each of the attributes is assigned a Rank, starting from F. To simplify, before applying any LP or Perks, each of your attributes is Rank F. By spending LP, by using Perks and by applying your Origin bonus, it is possible to raise these Ranks all the way up to Rank A. 1 LP increases the Rank of your attribute by 1. For example, F becomes E, E becomes D, and so forth. Rank E is considered to be normal for a young, teenaged human; meanwhile Rank A is supernatural in every sense of the word. In other words, you could say that:
These three physical and three mental attributes can be grouped together into pairs, with one mental and one physical. These groups are called “Styles” and they are there to indicate which attributes tend to synchronize best together... though even that is meant to be on the 'base level'. Do not let the styles worry yourself too much when building your characters.
In any event, the styles and the attributes and their descriptions are as follows:
Strength (STR)
Your raw physical power: how much you can lift, how hard you can punch and how big your bicep is. The higher this attribute, the more physically imposing do you tend to be. Increase your strength if you want to impress others with your brawn.
Your strength, depending on its Rank, also grants you certain numerical advantages which are as follows:
Rank F
Rank E
Rank D
Rank C
Rank B
Rank A
Rank S
Rules relating to Strength
When a physical attack hits, you compare the amount of damage done to the defense of the one who took the hit. Every point of damage that goes over their defense is subtracted from their HP.
Willpower (WIL)
Your force of will: how determined you are, how far you are willing to go and how strong are your convictions. The higher this attribute, the more likely it is that you'll stand back up even if you're down for the count. Increase your willpower if you want to impress others with your determination.
Your willpower, depending on its Rank, also grants you certain numerical advantages which are as follows:
Rank F
Rank E
Rank D
Rank C
Rank B
Rank A
Rank S
Rules relating to Willpower
Whenever hit by an ability that causes WIL damage (like trying to destroy opponent's spirit and supernatural nature), the damage done is compared to your WIL defense. Every point of damage that goes over the defense is subtracted from your HP directly. If the damage is physical (such as pillar of ice sprouting from the ground), it is compared to END and physical defense instead. WIL defense also protects you from more insidious effects that try to affect your emotions and tenacity.
In addition, WIL governs how many WIL-derived abilities you can use per turn. Each Rank of ability counts as 1 charge, and that is compared to the amount of charges you have per turn. You can utilize your powers as much as you want per turn until you hit your charge limit or go over it. The charges used are calculated (the actual, in-game order can be different) by adding the charge costs of usages together from highest to lowest. For example, if you were an holy warrior with WIL of B, your charge limit would be 4. Thus you could use four E Rank abilities (1+1+1+1), two D Rank abilities (2+2), one C Rank ability and one E Rank ability (3+1) or one B Rank ability (4). For every point you go over your charge limit, your body experiences painful feedback as the overflow of power tears your body. Every point translates as 5% of your Maximum HP's worth of damage done to you.
Your WIL Rank gives you a certain boost to your Shatter Protection Score whenever, within one battle, you are struck with same Ability (or similar source) that tries to inflict a status effect (or a similar effect) to you. This boost activates on the second time the enemy uses the same Ability towards you, and lasts until the end of the battle. If you encounter this ability again in the future, you do not get the bonus until you have experienced it once more.
Your Rank in WIL also grants you Desperation Turns, which activate when you fall to 0 HP. Desperation Turns are turns on which you can act, staying active even though you're practically at the death's door. They're normal turns during which you are on Negative HP but can still act, whether to fight on or try to escape the combat. If you take enough damage to take your negative HP to your Hit Point Maximum, your Desperation Turns end prematurely. See Rules for more information about this. If you heal the Negative HP you have suffered during Desperation Turns, you exit them and return to normal Turns. However, remember that the Desperation Turns do not reset within one battle, and each time you go down to them, you burn the up more until you have none left. The Desperation Turns are, however, reset between each battle.
Endurance (END)
Your overall toughness: how many hits you can take without breaking a sweat, how long you can run without getting exhausted and how toned your body is. The higher this attribute, the healthier and buffer you are. Increase your endurance if you want to impress others with your stamina.
Your endurance, depending on its Rank, also grants you certain numerical advantages which are as follows:
Rank F
Rank E
Rank D
Rank C
Rank B
Rank A
Rank S
Whenever you spend the Night Phase doing other than resting, you run the risk of getting fatigued. Fatigue is a serious condition that hampers your capacity to act the next day, meaning you'd do well to avoid it. However, sometimes you just need to power through it. This is where the Fatigue Resistance comes along. If you have spent over half of the Night Phase (4 hours) doing more than light activity (such as reading, talking, etc.) you will make a Fatigue Saving Roll at the start of each Day and Night after that, until you spend a Night Phase to Rest once more. You roll a 1d10 against your Fatigue Resistance Score. If your roll is equal or below to your Fatigue Resistance Score, you manage to keep yourself fully functional. If it's higher, you will suffer one level of Fatigue, which comes with its own set of problems. Depending on your activities you do while Fatigued, you may be subjected to additional Fatigue Saving Rolls. See Status Effects for more information about Fatigue.
Intelligence (INT)
Your general intellect: how good you are at memorizing, how easy it is to answer tough problems and how good your knowledge of various subjects is. The higher this attribute, the more you know and understand. Increase your intelligence if you want to impress others with your smarts.
Your intelligence, depending on its Rank, also grants you certain numerical advantages which are as follows:
Rank F
Rank E
Rank D
Rank C
Rank B
Rank A
Rank S
Whenever hit by an ability that causes INT damage (like trying to damage the opponent's mind directly), the damage done is compared to your INT defense. Every point of damage that goes over the defense is subtracted from your HP directly. If the damage is physical (such as actual flames sprouting from the ground), it is compared to END and physical defense instead. INT defense also protects you from more insidious effects that try to affect your mind and memories directly.
In addition, INT governs how many INT-derived abilities you can use per turn. Each Rank of ability counts as 1 charge, and that is compared to the amount of charges you have per turn. You can utilize your powers as much as you want per turn until you hit your charge limit or go over it. The charges used are calculated (the actual, in-game order can be different) by adding the charge costs of usages together from highest to lowest. For example, if you were an esper with INT of B, your charges would be 4. Thus you could use four E Rank abilities (1+1+1+1), two D Rank abilities (2+2), one C Rank ability and one E Rank ability (3+1) or one B Rank ability (4). For every point you go over your charge limit, your body experiences painful feedback as the overflow of power tears your body. Every point translates as 5% of your Maximum HP's worth of damage done to you.
Agility (AGI)
Your speed and nimbleness: how fast you can run, how quick you are to react and how lithe and graceful your body is. The higher this attribute, the more acrobatic and dexterous you are with various weapons. Increase your agility if you want to impress others with your running.
Your agility, depending on its Rank, also grants you certain numerical advantages which are as follows:
Rank F
Rank E
Rank D
Rank C
Rank B
Rank A
Rank S
At the start of the round, you compare Initiative scores to determine the order of turns. In case of ties, the GM rolls a die to see which one goes first. When a physical attack, melee or ranged, is made, the attacker compares their Accuracy score with the Dodge score of the enemy. For every 1 point the Dodge score is higher than the Accuracy score, the attack has 10% chance of missing more. So, for example, when Accuracy of 2 is compared to Dodge of 4, the attack has a 20% chance of missing. Inversely, for every 1 point the Accuracy score is higher than the opposing Dodge score, the attack has 5% chance of being a critical hit. In other words, with an Accuracy of 4 going against Dodge of 2, the attack has a 10% chance of being a critical hit. A critical hit doubles the damage you deal with that attack.
Agility grants you additional attacks to make within each of your Turns. However, as making more attacks than one is stretching yourself further and further in the quick timespan of 10 seconds, this means some of the attacks will be weaker than the main attack. When using multiple attacks, your choose one attack that does its full damage. Every other attack, however, does only half damage.
In addition, if you decide to concentrate fully on movement and nothing else (in other words, run), you are able to triple your amount of movement per turn. However, you will be unable to do anything else on that turn.
Ego (EGO)
Your presence and strength of soul: how powerful your existence is, how beautiful or handsome you are and how well you can force your will upon the world around you. The higher this attribute, the more noticeable and charismatic your mere aura is. Increase your ego if you want to be the center of attention naturally.
Your ego, depending on its Rank, also grants you certain numerical advantages which are as follows:
Rank F
Rank E
Rank D
Rank C
Rank B
Rank A
Rank S
Whenever hit by an ability that causes EGO damage (like trying to erase opponent's concept of being and their soul itself), the damage done is compared to your EGO defense. Every point of damage that goes over the defense is subtracted from your HP directly. If the damage is physical (such as whirlpool of lightning sprouting from the ground), it is compared to END and physical defense instead. EGO defense also protects you from more insidious effects that try to affect your sense of self and raison d'etre.
In addition, EGO governs how many EGO-derived abilities you can use per turn. Each Rank of ability counts as 1 charge, and that is compared to the amount of charges you have per turn. You can utilize your powers as much as you want per turn until you hit your charge limit or go over it. The charges used are calculated (the actual, in-game order can be different) by adding the charge costs of usages together from highest to lowest. For example, if you were a mage with EGO of B, your charges would be 4. Thus you could use four E Rank abilities (1+1+1+1), two D Rank abilities (2+2), one C Rank ability and one E Rank ability (3+1) or one B Rank ability (4). For every point you go over your charge limit, your body experiences painful feedback as the overflow of power tears your body. Every point translates as 5% of your Maximum HP's worth of damage done to you.