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.
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