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Primary Attributes have both a score and a modifier, using the same tables as standard D20. Normal human adults have scores ranging from 8 to 12. Maximum human potential without magical assistance is 25.
Strength is a measure of a characters physical prowess. Strength is added to melee and thrown weapon damage rolls, to the Athletics skill, and affects the range increments of thrown weapons.
Constitution is a measure of a character's bodily endurance. Constitution affects starting Stamina, as well as how many critical hits a character can survive, and is added to Fortitude saving throws, Stamina recovery, and to the Concentration skill.
Agility is a measure of a character's nimbleness. Agility is added to Dodge rolls, and to the Acrobatics skill.
Perception is a measure of a character's perceptive ability. Perception is added to all attack and defense rolls, to the Notice skill, and affects weapon and spell range increments.
Faith is a measure of a characters spiritual strength. Faith affects the power of miracles invoked, and helps protect you from the effects of hostile miracles invoked upon you.
Secondary Attributes have only a score, and no modifier. All characters have Stamina, Speed and Luck.
Stamina is a measure of how much pain your character can endure before collapsing. Normal hits deal stamina damage.
Speed is a measure of how fast your character is, in hexes per round.
Luck allows your character some small control over the whims of fate. Points of luck are one-use, and may be used to re-roll a single roll. Normal luck may only be used once on a particular roll, and the outcome of the re-roll occurs instead of the outcome of the original roll. Heroic luck may be used in addition to normal luck, but it may be used any number of times on a particular roll, but the final re-roll is always the one whose outcome actually occurs.
Gather is a measure of an arcane caster's ability to quickly collect power from Ambient Essence.
Control is a measure of an arcane caster's ability to control a certain amount Ambient Essence at one time.
Channel is a measure of a druidic caster's ability to channel Ambient Essence in a manner safe to Nature.
Primary Attributes are increased one point at a time, and the cost to increase them depends on the value that the score is increasing to.
Desired Score : Cost
- 6 & under : 200
- 7 : 250
- 8 : 500
- 9 : 750
- 10 : 1000
- 11 : 1250
- 12 : 1500
- 13 : 2000
- 14 : 2500
- 15 : 3000
- 16 : 3500
- 17 : 4000
- 18 : 5000
- 19 : 6000
- 20 : 7500
- 21 : 9000
- 22 : 11000
- 23 : 13000
- 24 : 15500
- 25 : 18000
Speed is increased by several Feats, but itself cannot be increased directly. It is also tied to Agility, so increasing that will increase Speed as well.
Stamina is increased or decreased by the same amount as any permanant increase or decrease in Constitution. Additionally, it may be increased by 1d4 for each rank purchased. Stamina increments at 500.
Luck costs 25 for the first point, and increments at 10. The more often you use luck, the more expensive it gets; however, in any significant encounter where you did not call upon luck, the cost for the next point is reduced by 5. Paricularly challenging encounters overcome without the use of luck may reduce the cost for the next point by 10 or more, but the cost may not be reduced below 25. Heroic luck may not be purchased, it is awarded for suitably heroic deeds by the GM.
Gather is ranked from 1 to 10, and increments at 1500. Each point of Gather also bestows 1d4 Control to the character.
Channel is ranked from 1 to 10, and increments at 1500.
Control is increased by 1d4 for each rank purchased. Control increments at 500.
Resistances allow the character to attempt to avoid certain harmful things that hit or affect him automatically. They are ranked from 1 to 20. They increment at 100.
- Physical Resistance : A measure of the character's ability to resist effects like poison, disease, and fatigue. Physical resistance is increased by a high CON score.
- Mental Resistance : A measure of the character's ability to resist effects like fear, confusion, and most mind-affecting magic. Mental resistance is increased by a high ESS score.