Combat Abilities

Although Ethos is not a combat heavy game, the system is largely devoted to resolving combat. There are twelve combat attributes under four headers, as well as a canonical list of combat skills. The four headers are Strength, Agility, Magic and Spirit. The subattributes of Strength are Stamina, Battle Power, and Defense. The subattributes of Agility are Initiative, Accuracy, and Evade. The subattributes of Magic are Black, White, and Red. The subattributes of Spirit are Pool, Faith, and Block. The header attributes are never rolled. The effective score of a subattribute is the rank of the header plus the individual rank of the subattribute. Combat skills usually add to attributes, generally when paired with certain equipment. IMPORTANT: Combat skills cost twice as much as regular skills.

Attribute Costs

Rank Header Subattribute
0 0 0
1 6 2
2 18 6
3 36 12
4 60 20
5 90 30
6 126 42
7 168 56
8 216 72
9 270 90
10 330 110

3a. Attributes Below are brief descriptions of the attributes.

Stamina: Stamina is a measure of physical toughness and the ability stay active even well hurt. Your Hit Point (HP) total is equal to your effective Stamina times 5.

Battle Power: Battle Power is a measure of the strength of your physical attacks. The damage you inflict is based on your Battle Power.

Defense: Defense is a measure of your ability to take physical damage. It is rolled to resist physical attacks.

Initiative: Initiative determines your speed and reaction time. It is rolled to determine who acts first in combat.

Accuracy: Accuracy is a measure of the precision of your physical strikes. It is rolled to hit with a physical attack.

Evade: Evade is a measure of your reaction ability and reflexes. It is rolled to avoid attacks, either by dodging or parrying.

Black, White, and Red Magic: The Magic subattributes determine your ability with the three types of magic. The ranking of your subattribute (NOT the sum, just the subattribute) also determines the power of spells that you can learn.

Pool: Pool determines your depth of willpower and soul. It determines your Magic Points (MP.) MP is equal to your effective pool times five.

Faith: Faith is a measure of your faith, confidence, and drive. It can be faith in a higher power, an ideal, or even yourself. People with high Faith have more effective Powers, but they are also more susceptible to them. However, faith is wonky. It USUALLY does this.

Block: Block is your willpower and resolve. It is used to counter hostile magical effects.

3b. Combat Skills Combat skills add to attributes for the purposes of combat. Generally, they apply only to a certain piece of equipment.

[weapon] Mastery: Adds to Accuracy and Battle power when using a specific class of weapon.

Parry [weapon]: Adds to Evade when using a specific class of weapon. You may not use both Armor and Parry at once. Parry can also be attached to some article of clothing, in which case it is called Dodge.

Armor: Allows you to use armor effectively. You may add a bonus to your Defend which is equal to your rank in Armor or the Defensive Bonus of the armor your are using, whichever is lower.

Magicblade: Allows you to cast spells through your weapon, using an accuracy vs. evade test to cast the spell rather than a magic vs. block test. You may channel spells of level equal or less than your rank in this skill.

Jump: Allows use of the Jump attack, and adds to Battle Power for Jump.

3c. Weapons and Armor Modifiers Different weapons give you modifiers to your attributes when you use them. These are generally bonuses to Strength or Agility attributes, and depend on the weapon that you use. Armor gives a bonus to Defense and possibly a penalty to Initiative. You cannot gain more bonus from armor than your rank in the Armor skill.