charattributesban2.GIF - 3624 Bytes


The Human Attribute scale runs from 0 to 5, with most "average" people falling at 2's and 3's amongst their attributes. There is no scale for age provided as even some children are highly gifted in intelligence or awareness.

An attribute of 1 is low

An attribute of 2 is average

An attribute of 3 is good

An attribute of 4 is remarkable.

An attribute of 5 is "Gifted".


There is a higher scale attributed, but the maximum on the "human" scale is 5. Elevations or Wild Talents can increase your base attributes in certain circumstances. Some descensions will decrease certain attribute scores as well.


Physical Attributes:

• Speed - General Initiative determinations. Also factor in determining your "Combat Speed"

• Health - How quickly you can recover from wounds

• Agility - How well coordinated you are. Also a factor in determining your "Combat Speed"

• Power - How physically strong you are

• Endurance - How long you can act without rest

• Style - Physical Beauty and Attraction



Mental Attributes:

• Intelligence - Your ability to reason and think

• Charm - Your natural ability to influence others

• Ego - Your strength of will



Psychic Attributes:

• Energy - The strength of your psychic powers

Your Energy x 10 is your Base Mana pool. Energy is also your Mana Source Recovery

• Discernment - How well you understand what you are "really" seeing

• Control - How well you focus your abilities

• Mask - How "un"noticeable your psychic call rings



The following attributes of the Spirit are fixed or calculated based on other attributes..

Spirit Attributes:

• Mana - Your psychic energy attribute x 10

The "primary" power source you use to power Spells and Wild Talent abilities.
• Sanity - This score starts at 95 and may not be raised, however, it can be permanently lowered.

Essence will aid you in molding your sanity and maintaining your psyche.

Reasons for this "lowered" maximum are:

  • As a child, you were knowledgeable of the shades. Whether you remember, these events haunt you.
  • The recent traumatic event in your life, be it something new or the full remembrance of the shades from childhood.
  • The act of crossing "The Veil" into Hellington, by choice or not and the realization of where you are and that you are trapped in this place called "Hellington".
  • The dawning realization that the sun never "truly" rises on Hellington and that "time" is different here.
  • The beginnings of understanding of magic as a real force and the changes you undergo in obtaining emergent wild talents.

• Essence - Your beginning "Essence" value is 100.

Essence is awarded as game experience. You may be able to trade essence for wealth, depending on who you deal with. Essence can be converted to Energy to be used for powering abilities. Essence is also a determining life factor as well. If your Essence reaches Zero ( 0 ) - You are dead.

The following attributes are also fixed calculated attributes based on your physical attributes.

• Essence Recovery (up to 100) - Your Psychic Energy is Normal Essence Recovery

Energy is also your mana recovery in a combat or mana usage situation. Extra Essence beyond 100 is not produced.

• Combat Speed - Your Physical ((Speed + Agility) divided by 2)

...decimals are rounded up to the next higher value.

• Body SHAPE - All of your Physical attributes (except for "Style") are added together.

These points determine your maximum damage potential.