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{( Fairy Tail: The Attributes Guide )}----- --- -
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Magi Database - --- -
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Token Exchange --- -
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-- Synopsis: - --- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- --- -
- -- --- -- -Attributes may sound like a hassle but having them is as simplistic as it is necessary, mostly being comparative values to determine which character has a notable advantage in any of these statistical focal points. Each has been fitted with a justifiable set of benefits which should prove invaluable to characters of any type, though Attribute Point allocation should be carefully planned for in advance.
Attributes are pressed by a difference of ( 5 ), outclassed by ( 10 ) and overwhelmed by ( 20 ).
( Low: 0+ - --- - Mid: 20+ - --- - High: 40+ - --- - Insane: 80+ - --- - Inhuman: 100+ )
****Note: The physical capability of a
Magi is intentionally superior to that of any ordinary human due to their entire bodies being infused with
Ethernano, increasing Attributes along with
Magi Rank.
--: AP Allocation will vary from character to character based on preference and that was the concept behind implementing Attributes, creating a spectrum for diversity to occur naturally. Combative magi generally rely on Physical Attributes while pure casters rely on Mental Attributes, crossing over for supplemental purposes, but members are encouraged to be reasonably innovative with their creations.
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- -- --- -- - Physical Attribute: Dexterity governs how physically competent a character is, as a dexterity of
10 would seem clumsy compared with a dexterity of
50, and it heavily influences agility. Essentially, this attribute will define just how coordinated a character can justifiably be in execution.
Finesse is a beneficial byproduct of AP allocation in Dexterity, improving performance.
Finesse gives special consideration to grace of motion, especially when combative.
( - +10% Finesse per 20 AP invested; MAX value of 50%. - )
Physical Attribute: Resilience governs how much resistance a character can assert against physical and magical damage, producing a passive buffer against the
Strength contained in melee attacks or the
MP of certain spell types. If poisoned, it may resist for (
10 ) turns per
20 AP.
Resistance is a beneficial byproduct of AP allocation in Resilience, improving general defense.
Resistance gives special consideration to physical defense versus incoming damage.
( - +10% Resistance per 20 AP invested; MAX value of 50%. - )
Physical Attribute: Strength is pretty much self explanatory, influencing everything from how much a character can justifiably lift to how much force it can muster in its melee strikes; unarmed or with weaponry. Relative whenever equipping a character with cumbersome items to use.
S. Power is a beneficial byproduct of AP allocation in Strength, improving performance.
S. Power gives special consideration to destructive force, especially when combative.
( - +10% S. Power per 20 AP invested; MAX value of 50%. - )
Physical Attribute: Speed is also pretty much self explanatory, influencing everything from maximum sprinting speed to how quick a character is in general flow of movements; the latter being "deftness," which requires an equal measure of
Dexterity to be justifiable. Purely a comparative.
Momentum is a beneficial byproduct of AP allocation in Speed, improving performance.
Momentum gives special consideration to force of motion, especially when combative.
( - +10% Momentum per 20 AP invested; MAX value of 50%. - )
Mental Attribute: Accuracy is pretty much self explanatory, influencing a character's precision with any form of projectile within a prescribed range; this includes knives, firearms, certain spell types, etc. One - Shot marksman kills are only justifiable in certain circumstances. Much scrutiny.
Acuity is a beneficial byproduct of AP allocation in Accuracy, improving performance.
Acuity gives special consideration to what is noticeable, especially when combative.
( - +20% Acuity per 20 AP invested; MAX value of 100%. - )
Mental Attribute: Focus governs the depth of perception a character can justifiably display, influencing a wide variety of things found within the world of
Fairy Tail-- unusually keen intuition, reflexes, learning spells or specialties, etc. The most combat - oriented of "Mental Attributes."
Clarity is a beneficial byproduct of AP allocation in Focus, improving mental defense.
Clarity gives special consideration to resisting any spell effects that target the mind.
( - +20% Clarity per 20 AP invested; MAX value of 100%. - )
Mental Attribute: Repression governs how much personal
MAX Ethernano may be repressed by a character and thereby mislead other characters or attempt to go completely unnoticed. This will influence how stealthy a character may justifiably be in an actionable deed. Much scrutiny.
Negation is a beneficial byproduct of AP allocation in Repression, improving on tact.
Negation quantifies the masking of MAX Ethernano, especially when combative.
( - +20% Negation per 20 AP invested; MAX value of 100%. - )
Mental Attribute: Sensitivity governs how attuned a character is with Ethernano, enabling it to detect the presence of another character via sensing its
MAX Ethernano or accurately assessing how much
MP is powering a spell. Once noticed it can identify a familiar magical presence.
Sixth Sense is a beneficial byproduct of AP allocation in Sensitivity, improving on tact.
Sixth Sense quantifies the perception of any Ethernano, especially when combative.
( - +20% Sixth Sense per 20 AP invested; MAX value of 100%. - )
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