Attributes

#### Physical Power

The amount of strength and power contained within the muscles and skeleton of the character. Physical power is most often associated with a common factor, that being the amount of damage a martial focused character can exhibit, however, there are other important factors such as weight limits, uncommon movement skills(swimming/climbing), and proficiently wielding heavier weapons. This makes it so that even If a character does not desire on solely increasing their raw power/damage they still have reasons to increase physical power for more practical reasons.

The primary intrinsic benefit of increasing strength is the character's weight limit which is numerically elaborated on below, although the numbers below portray the absolute maximum, the average weight (aka the amount you could hold in one hand and use as a weapon) is roughly 2/100ths or 2%.

Similar to Dex there is no class that directly benefits off of Physical Power, however, the max Fury of the makos clan relies partially on physical power.

weight limits:

Weight described is the maximum possible weight in a controlled calm environment where the person in question is only lifting the object in question for a small period of time and focusing everything on doing so. Thus, actions besides lifting with all your strength is a variable below the maximum deduced through common sense.

0- 10 lbs

1- 120 lbs

2- 230 lbs

3- 370 lbs

4- 540 lbs

5- 700 lbs

6- 880 lbs

7- 980 lbs

8- 1100 lbs

9- 1330 lbs

10- 1600 lbs

11+ multiply current weight limit by 1.2 and repeat with every additional point of physical power.

#### Dexterity

A versatile stat with clear weakness, dexterity increases the speed of a character both in terms of movements and their attacks, alongside increasing reaction speed and a character's usage of lighter weaponry. At face value, one might see Dexterity and think, well it makes me faster, allows me to dodge better, and attack faster, so i could theoretically only invest into dexterity for combat. This line of thinking however is heavily flawed, for the system revolves around generalizing to a certain extent, as without increasing physical power from time to time, even if the character is able to target weak spots with their lightning fast attacks, if the enemies Vitality is high enough the attack would effectively deal zero damage. Similarly, while a character could theoretically to choose to only invest in Dexterity for a defensive stat, that makes them exceptionally vulnerable should even a single average attack land on the, alongside the possibility of an enemy with AOE (area of effect) damaging magic, which would be far harder to dodge.

As far as intrinsic mechanical benefits of dexterity, even point of Dexterity increases a character's **movement speed by 0.5 meters** (at both 0 and 1 dex the character has a total speed of 0.5). For example, if a character were to move on their turn using a normal move (aka it only uses 1 action) and the character has 10 dex, they would move 5 meters. However, if this same character were to sprint (aka using all three actions) they would instead move 10 meters. Additionally, when a character is about to be attacked they will have a reaction but what type of reaction depends on the character's dex, compared to the opponents dex. Reactions are split into 3 types Minor (which allows only 1 action of specific actions), full (which allows any 2 actions) and major (which is any 3)

new change - overwhelm mechanic, if a player or enemy has a full/major reaction every time they take a full/major reaction their dex is lowered by 3 purely for the purpose of determining if they get a full/major reaction or not, this stacks every time they take a full/major reaction until the start of their turn where this resets. If a player or opponent takes a minor reaction when they could take a full reactions than they do not get their dex lowered.

In terms of classes there is currently no class that has a sole focus on Dexterity towards its class specific functions, however, for the Knights class, there is a sub category of particularly fast knight (currently called dex knights) which gain their resource "stamina" through a half and half mixture of Vitality and Dexterity. the reason for being half Vitality is due to the feature being stamina it heavily revolves around the existence of Vitality.

#### Vitality

An attribute of extreme importance regardless of the build, as this stat directly determines your max HP and within the system it is the only way to increase your Max HP, unlike other systems where it may naturally rise with level or the like. While Vitality is rarely seen in as part of skills it is notably required for certain important skills such as heavy and medium armor proficiency. Vitality should be one of the primary stats relied on for any character hoping to meet their foes on the frontline as without much Vitality, no matter how much Dex a character has, if just one hit can spell their doom, the player would truly be gambling with their character's life.

Other than the intrinsic quality of increasing the maximum Health of the user, Vitality can also be noted as allowing a character to recover from more lethal wounds at a much more rapid pace. Additionally, should the character fall under a disease, poison, or general non-magical debuff that affects their body, this downsides will be reduced depending on the user's Vitality.

In terms of classes Vitality is the primary stat for the stamina system of most knights, and is partially featured in Makos Fury, and Dex Knights.

### Internal Attributes

#### Magical Power

The Attribute that determines the Power, control, and overall prowess of one's magical abilities. In essence, this attribute functions similarly to Physical power, with the primary difference being that only magical classes can put into Magical power, and that magical power can effect delicate control and not just raw power. There is not much further to be elaborated on as the exact uses of increasing magic power heavily relies on the exact magical class one is playing with some rare exceptions of magical classes needing little to no magical power at all.

However, magical power does reside on a spectrum, generally the raw power and effectiveness of a spirit contractor will be higher than a curse user, however, the curse user strives in versatility and ability to learn how to wield curse energy themselves not needing a spirit or anything like it. Nonetheless the average for a moderate amount of raw magic power is set at normal as it represents what the common person thinks of when they think of magic.

Curse user = 50%

Minor Spirit Contractor = 75%

Normal Spirit Contractor = 100%

Deshi = 100%

Highest rank of magic item = 125%

Major Spirit Contractor = 150%

Abyss = 175%

Anomaly = 175%

Legendary Spirit Contractor 250%

Unique Spirit Contractor 250%

#### Mind

The representation of the combined intellect and experience (aka wisdom) of a character, commonly invested heavily in by character's seeking to be one step ahead of their opponent's by reading into their feints or exceptional analysis of weaknesses. Additionally, Mind is required to invest in either of the two primary creation skills, that being Blacksmithing and Alchemy (both having pages added later), the higher the Mind is the higher quality creations one can attain. Other than what one could easily assume for skills such as engineering or other fields that may require intelligence, since this also functions as experience it is directly connected to one's sense, as such a character's senses are directly connected to the level of mind. Additionally, every point invested into mind gives 2 skill points, as per how classes work normally these two points are split, it should be noted the sheet handles this automatically.

Unlike other stats there is no real intrinsic benefit of Mind other than being able to realize weaknesses and read tricky/cunning tactics such as feinting more easily.

As for classes that revolve around Mind there is the Inventor alongside the Captain, which is a subclass of Commander.

#### Soul

While primarily used to represent one's magical reserves, soul also functions as a character's degree of willpower in order to face the most monstrous abominations across the world without batting an eye. In a less direct manor Soul also improves the perceived confidence of a character which makes them be interpreted as slightly more charismatic, although I should note, just because a character has a ton of Soul, that does not mean they are likely to get their way when talking, it is merely a slight boost to those who already perceive the character in a positive light.

As mentioned previously the intrinsic benefit of soul is increasing magical reserves and willpower, for martial classes their soul is counted as double specifically for the purpose of willpower.

Soul only a primary stat for the Captain and Deshi, however, for magical classes while it is not a primary stat it is instrumental and practically required.

## Milestones

An achievement of sorts by putting enough points into a particular stat, these milestones include every stat other than magic which is skipped because there is no common milestone when magic can vary greatly between person to person. With the exception of soul, while these milestones do define a particular state, it is not so much a ability that is instantly gained upon reaching that amount in a stat rather than portraying examples of the gradual increase in a stat in different ways. Nonetheless, these milestones should not be looked down upon, regardless of the true hard cap on attributes a majority of individuals within the setting do not reach 10 in any stat.

As a general milestone to be mentioned, 10 in an attribute is considered the human limit, for example, having 10 In Physical Power would be equivalent to being the world's strongest man on earth, alternatively having 10 in mind would make you the equivalent of the smartest or wisest person on earth.

Attribute Milestones (to 20)

#### Physical Power

2- enough strength to use a weapon and wear heavy armor for combat

5- enough strength to throw a person more than a minor distance

10- enough strength to pierce and break curse hide with bare hands

15- enough strength to crush rocks or bend any metal below B rank (aka tungsten & above)

20- enough strength to dual wield greatswords without awkward movement

#### Dexterity

2- able to semi consistently use ranged weapons

5- fast and light-footed enough to sneak up upon any untrained individual

10- can travel to most destinations faster than horse led carriages (may vary on the horses however)

15- able to perfectly dual wield ALMOST any two weapons

20- the possibility of dodging a bullet exists

#### Vitality

2- can cover 16 hours of travel without being completely exhausted

5- iron struggles to cut your flesh

10- weak alcohols and minor poisons cease to affect you to any great extent.

15- recovers from most near death experiences within a week

20- skin on par with the average curse, and bones tough enough to almost be mistaken for tungsten.

#### Mind

2- able to read and do basic math without any issues

5- smarter than the average individual, usually the "idea guy", "novice alchemist", or "infamous schemer" within a group.

10- Creation comes easily to the individual, whether it is creating experimental technology or making a slew of traps to bandit proof a village.

15- In fights these individuals are mistaken for a contractor of the time spirit for their ability to infer an opponent's actions to a terrifying degree.

20- Whether it is blacksmithing, inventing, alchemy, or strategy, these are the best of the best and their creations and tactics are renowned throughout the world

#### Soul

(the willpower/detailed curse sensing aspect of the stat)

2- Is able to not lose the will to fight at any major injury

5- The point at which one can confidently face a Cursed abomination

10- Can differentiate types of curse users

15- Can instantly detect if a Curse is intelligent or not through curse sensing

20- A horde of B- rank Curses do nothing to deter this individual.