4 - Attributes

Apriori

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Attributes define a character’s personal capabilities in War of the Realm. They influence everything from duels and crafting to religious rites, political schemes, and naval travel. Attributes are divided between Primary and Secondary Attributes. Primary Attributes represent your character’s physical, mental, and personal abilities while Secondary Attributes reflect skills tied to world systems, administration, or specialized roles. These Attributes will allow you to increase your skills in various ways. Each Attribute has a specific purpose that is important to every build, some offering direct damage increases while some offer unique perks as your skill with them raises.

Certain Regions and Houses give base AP increases that are allocated in specific ways, increasing their Strength, Dexterity and other Primary Attributes while some Feats and special prizes may increase one's Secondary Attributes. It should be noted that in all instances where Attribute Points are gained, the highest collection from one source will be gained and these will not stack together. This means that two different boosts applied to one Attribute will not stack. Members gain more Attributes based on their Character Rank, leveling up when certain checkmarks and EXP requirements are met. In rare occasions, special awards and campaigns may grant members bonus AP.

In War of the Realm, Primary Attributes represent a character’s core physical capabilities. They directly influence combat effectiveness, movement, reflexes, survivability, and tactical skill. These stats form the foundation of all battlefield and narrative actions.

StrengthAgilityDexterity
Governs physical power. Boosts melee damage and carrying capacity.
Used to scale physical actions in character.
Controls movement speed. Affects turn order and distance traveled.
Used to determine speed of the user and swiftness in character.
Affects aim, reaction speed, and ranged accuracy.
Used to determine what the user is tracking and viewing in character..
DurabilityCraftingIntrigue
Measures toughness. Increases HP and reduces received damage.
Used to scale how much damage one endure.
Governs weapon, armor, and structure crafting. Reduces material and Gold costs.Represents cunning and manipulation. Influences secret actions and schemes.
Used to execute Schemes.
StewardshipNavigationPiety
Improves domain management. Speeds up building upgrades and boosts landmark control.Enhances land and sea travel. Reduces encounter risk and speeds journey time.Measures spiritual devotion. Required for religious abilities and temple access.

Secondary Attributes in War of the Realm represent specialized skills beyond combat. Crafting handles gear and structure upgrades, Stewardship boosts building and regional control, Navigation improves travel and encounter avoidance, and Piety unlocks unique religious abilities. These stats shape a character’s strategic and support role in the world.

Secondary Attribute connects to key gameplay systems, going beyond just physical attributes like Primary Attributes. Crafting supports structure upgrades, equipment creation, and economy-building. Stewardship ties into regional management, building efficiency, and control over multiple landmarks. Navigation influences land and sea travel, wild beast encounters, and access to advanced vessels. Piety powers religious abilities and unlocks faith-specific perks. These attributes guide how players grow, manage, and specialize their role in the realm.
 
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-Akuma-

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Strength Attribute
1. Strength measures a character's raw physical power. It determines their ability to deliver powerful melee attacks, wield heavier weapons and armor, carry more supplies or wounded, break down doors, lift debris, or intimidate through sheer presence. In the War of the Realm system, Strength is a core stat used in combat, siege actions, duels, and physical tasks across RP and battlefield scenarios. Unlike Dexterity or Speed, it does not rely on precision or agility - it is force in its purest form. Some ability checks require a roll or comparison of respective Strength stats to perform. Some Combat Feats require minimum Strength levels to unlock (e.g., “Crushing Blow” or “Iron Grasp”), requiring a certain level before they can be obtained or used.

One AttributeTwo AttributesThree Attributes
  • Can Lift 200 LBS
  • Projectile Speed is 1 SPM
  • Damage Output is 1 DMG
  • Can Lift 400 LBS
  • Projectile Speed is 2 SPM
  • Damage Output is 2 DMG
  • Can Lift 600 LBS
  • Projectile Speed is 3 SPM
  • Damage Output is 3 DMG
Four AttributesFive AttributesSix Attributes
  • Can Lift 800 LBS
  • Projectile Speed is 4 SPM
  • Damage Output is 4 DMG
  • Can Lift 1000 LBS
  • Projectile Speed is 5 SPM
  • Damage Output is 5 DMG
  • Can Lift 1250 LBS
  • Projectile Speed is 6 SPM
  • Damage Output is 6 DMG
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Can Lift 1500 LBS
  • Projectile Speed is 7 SPM
  • Damage Output is 7 DMG
  • Can Lift 1750 LBS
  • Projectile Speed is 8 SPM
  • Damage Output is 8 DMG
  • Can Lift 2000 LBS
  • Projectile Speed is 9 SPM
  • Damage Output is 9 DMG
  • Can Lift 2250 LBS
  • Projectile Speed is 10 SPM
  • Damage Output is 10 DMG

Knockback Effect
The Formula ”X Amount of Points in Damage Magnitude – X Amount of Points in Damage Shaving = X Amount of Meter Knockback helps measure the knockback distance travelled after interacting with an opposing force. An example of the formula:

1 DMG – 1 DMG Shaving = 0 Meters of Knockback
2 DMG – 1 DMG Shaving = 1 Meter of Knockback
3 DMG – 1 DMG Shaving = 2 Meter of Knockback​
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Apriori

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The Intrigue Attribute
1.Intrigue measures a character’s ability to manipulate, deceive, persuade, and operate behind the scenes. It reflects cunning, social maneuvering, clever lies, political skill, and subtle sabotage - everything from gaining forbidden knowledge to orchestrating betrayals. In War of the Realm, Intrigue governs spying, sabotage, secret actions, infiltrations, blackmail, and disinformation. A high Intrigue score doesn’t just let you survive politics - it lets you weaponize it.

Intrigue is not about charisma or battlefield bravery. It’s about seeing the game behind the game, where power isn’t always forged in blood, but in whispers, contracts, and betrayal. Intrigue Schemes are plots and actions designed to push agendas and manipulate others to their whim, scheming and executing behind the scenes. Primarily used during Phase 2 interactions, Schemes are separated via Tiers based on their impact and are executed via a D20 roll. Depending on the Tier of the Schemes, the success threshold of the Scheme varies and can be increased by increasing your Influence Attribute or specific Character Feats. Rolls have 4 possible outcomes, ranging from Critical Success to Critical Failures. The GM then reveals the outcome at the end of Phase 2. Some Schemes can only be executed in Phase 2 while some others can only be used after Phase 2 has taken place, noted in their description.

One AttributeTwo AttributesThree Attributes
  • Allows access to Tier I Schemes
  • Add 1 Success to Intrigue Rolls
  • Add 1 Failure to opposing Intrigue Rolls
  • Shaves 1.5 Mental DMG
  • Projectile Speed is 3 SPM
  • Damage Output is 3 DMG
Four AttributesFive AttributesSix Attributes
  • Allows access to Tier II Schemes
  • Add 1 Success to Intrigue Rolls
  • Add 1 Failure to opposing Intrigue Rolls
  • Shaves 3 Mental DMG
  • Projectile Speed is 6 SPM
  • Damage Output is 6 DMG
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Add 1 Success to Intrigue Rolls
  • Add 1 Failure to opposing Intrigue Rolls
  • Allows access to Tier III Schemes
  • Shaves 4.5 Mental DMG
  • Projectile Speed is 9 SPM
  • Damage Output is 9 DMG
  • Shaves 5 Mental DMG
  • Projectile Speed is 10 SPM
  • Damage Output is 10 DMG

Knockback Effect
The Formula ”X Amount of Points in Damage Magnitude – X Amount of Points in Damage Shaving = X Amount of Meter Knockback helps measure the knockback distance travelled after interacting with an opposing force. An example of the formula:

1 DMG – 1 DMG Shaving = 0 Meters of Knockback
2 DMG – 1 DMG Shaving = 1 Meter of Knockback
3 DMG – 1 DMG Shaving = 2 Meter of Knockback​
 
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-Akuma-

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The Durability Attribute
1. Durability represents a character’s toughness, stamina, and pain resistance. It governs how much physical punishment a character can take—both in direct combat and through exhaustion, fatigue, or wounds. A high Durability score reflects not just physical resilience, but a hardened constitution forged by battle, weather, starvation, or torture. Durability determines how much health one has as well as their higher resistance to poisons, fatigue and other effects. Higher Durability allows resistance to injuries, critical effects, and penalties. Resisting poison, cold, disease, or pain is easier with higher Durability.

One AttributeTwo AttributesThree Attributes
  • Gains 2 Additional HP
  • Recovers from Elemental & Mental Status Effects after 10 Turns
  • Gains 2 Additional HP
  • Recovers from Elemental & Mental Status Effects after 9 Turns
  • Gains 2 Additional HP
  • Recovers from Elemental & Mental Status Effects after 8 Turns
Four AttributesFive AttributesSix Attributes
  • Gains 2 Additional HP
  • Recovers from Elemental & Mental Status Effects after 7 Turns
  • Gains 2 Additional HP
  • Recovers from Elemental & Mental Status Effects after 6 Turns
  • Gains 2 Additional HP
  • Recovers from Elemental & Mental Status Effects after 5 Turns
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Gains 2 Additional HP
  • Recovers from Elemental Status Effects after 4 Turns
  • Gains 2 Additional HP
  • Recovers from Bleeding Status Effects after 4 Turns
  • Gains 2 Additional HP
  • Ignores Broken / Fractured Bone Status Effects for 4 Turns
  • Gains 2 Additional HP
  • Ignores Organ Failure Status Effects for 4 Turns
Further Information
Each Point in the Constitution Attribute Grants the Character Additional Life Force. This Abundance of Life Translates to Additional Health Points that is Considered Bonus & Cannot Be Reduced Unless Damage or Status Effects are Involved. Each Point in the Constitution Attribute will Raise the Health Pool by Two [2] Health Points. Circumstances that Raise or Lower the Points Allocated in the Constitution Attribute Will Not Result in the Total Health Pool Raising or Lowering, Respectively.

 
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Apriori

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The Agility Attribute
1. Agility measures a character’s pure movement ability - how quickly they can sprint, reposition, close distance, retreat, or pursue others across the battlefield or terrain. Unlike Dexterity, which governs reaction and precision, Agility is pure physical movement and pace. In War of the Realm, Agility defines turn order, world travel distance, and combat mobility - crucial for striking first, escaping danger, or launching surprise attacks. Characters with higher Agility act earlier during each combat phase.


Different Types of Movement

Make note of Movement for BNM/Fleets vs Bios.

One AttributeTwo AttributesThree Attributes
  • Movement Speed is 1 SPM
  • Attack Speed is 1 SPM
  • Movement Speed is 2 SPM
  • Attack Speed is 2 SPM
  • Movement Speed is 3 SPM
  • Attack Speed is 3 SPM
Four AttributesFive AttributesSix Attributes
  • Movement Speed is 4 SPM
  • Attack Speed is 4 SPM
  • Movement Speed is 5 SPM
  • Attack Speed is 5 SPM
  • Movement Speed is 6 SPM
  • Attack Speed is 6 SPM
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Movement SPD is 7 SPM
  • Attack Speed is 7 SPM
  • Movement SPD is 8 SPM
  • Attack Speed is 8 SPM
  • Movement SPD is 9 SPM
  • Attack Speed is 9 SPM
  • Movement SPD is 10 SPM
  • Attack Speed is 10 SPM
Further Information
The Follow Formula ”X SPM – X SPM = X SPM Advantage helps measure the distance travelled between two targets. The SPM advantage is the difference of those two values. An example of the formula:

1 SPM – 1 SPM = 0 SPM Advantage
2 SPM – 1 SPM = 1 SPM Advantage
3 SPM – 1 SPM = 2 SPM Advantage​

It is important to note that if both Targets have the same Movement Speed, then the time it takes one Target to travel 1 Meter is the same for the Other Target. This is important to remember because the SPM Advantage gained from completing the formula determines the extra amount of meters a target can travel in the same time another target is traveling. Building on the previous example:

Ex1: Both Targets travel the same distance during the same time in Example One
Ex2: Both Target would travel One [1] Meter, but the Faster Target will travel an extra One [1] Meter due to the SPM Advantage.
Ex3: Both Targets would travel One [1] Meter, but the Faster Target will travel an extra Two [2] Meters due to the SPM Advantage.​
 
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The Dexterity Attribute
1. Dexterity measures a character’s coordination, reflexes, precision, and battlefield awareness. It reflects how well a warrior can track, react to, and predict enemy movement, as well as strike with critical precision when opportunities arise. In War of the Realm, Dexterity is the stat that separates a brute from a master fighter - not through brute strength, but through timing, reading the field, and punishing mistakes. Unlike Strength and Durability, Dexterity can be used to dodge traps and evade ambushes if one has the right Feats, giving more than just one direct use. This also allows one to increase the odds of a critical attack. If your Dexterity equals or exceeds an enemy’s Speed, you can track and react to their movements without penalty (whether in a duel, skirmish, or battlefield chase).

One AttributeTwo AttributesThree Attributes
  • Tracking Ability Extends to 2 SPM
  • Can Accurately Shoot 10 Meters Away
  • Tracking Ability Extends to 3 SPM
  • Can Accurately Shoot 15 Meters Away
  • 5% Chance of Critical Damage
  • Tracking Ability Extends to 4 SPM
  • Can Accurately Shoot 20 Meters Away
Four AttributesFive AttributesSix Attributes
  • Tracking Ability Extends to 5 SPM
  • Can Accurately Shoot 25 Meters Away
  • 10% Chance of Critical Damage
  • Tracking Ability Extends to 6 SPM
  • Can Accurately Shoot 30 Meters Away
  • Tracking Ability Extends to 7 SPM
  • Can Accurately Shoot 40 Meters Away
  • 15% Chance of Critical Damage
Seven AttributesEight AttributesNine AttributesTen Attributes
  • Tracking Extends to 8 SPM
  • Can Accurately Shoot 45 Meters Away
  • Tracking Extends to 9 SPM
  • Can Accurately Shoot 50 Meters Away
  • 20% Chance of Critical Damage
  • Tracking Extend to 10 SPM
  • Can Accurately Shoot 55 Meters Away
  • Tracking Extend to 11 SPM
  • Can Accurately Shoot 60 Meters Away
  • 25% Chance of Critical Damage

Critical Damage occurs when a target is either hit with a head strike or lands a critical success roll. This deals 1.5x the damage it originally dealt, increasing 10 DMG to 15 DMG, for example.
 
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Apriori

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The Technique Attribute
The Technique Attribute is unique compared to the others. This attribute represents your technical skill, which means it does not stem from the character’s physical ability. This attribute cannot be interacted with by foreign effects which is the reason it lacks a Human Cap.

The Stamina Exhaust Reduction Discussed Below Cannot Lower the Stamina Requirement Below Half the Original Cost​

One AttributeTwo AttributesThree Attributes
  • Can Own 4 Techniques
  • Can Use E-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 1 Pt
  • Can Own 5 Techniques
  • Can Use D-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 2 Pts
  • Can Own 6 Techniques
  • Can Use G-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 3 Pts
Four AttributesFive AttributesSix Attributes
  • Can Own 7 Techniques
  • Can Use B-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 4 Pts
  • Can Own 8 Techniques
  • Can Use A-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 5 Pts
  • Can Own 9 Techniques
  • Can Use Z-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 6 Pts
Seven AttributesEight AttributesNine Attributes
  • Can Own 10 Techniques
  • Can Use T-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 7 Pts
  • Can Own 11 Techniques
  • Can Use S-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 8 Pts
  • Can Own 12 Techniques
  • Can Use O-Rank Techniques
  • TEQ Stamina Exhaust Reduced by 9 Pts
Ten Attributes
  • Can Own 15 Techniques
  • Reduces TEQ Stamina Exhaust by 10 Pts
 
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