Attributes

Attributes can be thought of as unique passive abilities that can only be taken at character generation. Generally speaking they're not particularly powerful, but they can help reinforce character traits or fighting styles.
Select TWO options from the list below.

Vitality: +20 Max HP. Recover 10 HP upon winning a battle.
Will: +10 Max MP. Recover 5 MP upon winning a battle.
Steadfast: +20 Max HP / +10 Max MP.
Lucky: +3 Max LP

Bravery: Gain +2 Drive upon winning a battle.
Deep Pockets: +1 Item Slot.
Awareness: When calculating starting initiative, -4 from your roll/weight.
Experienced: You're 1 level higher than your experience level says you are. Keep track of your EXP normally, but learn abilities early!

True-Hearted: Your True Strikes and True Heals gain +2 potency.
Showstopper: Your Overdrives gain potency. If it's single target, +5. If it targets multiple combatants, +2 instead.

Zealous: When you Burst, roll an additional die.
Perceptive: Whenever you hit an elemental weakness with a Spell, deal an additional +2 damage.

Sharp: +10 Critical.
Iron-Fist: Your fist is as strong as a weapon. It deals 1d6+6 damage, rather than 1d4+2.
Agile: Increase the damage die when using weapons by one size, and when you miss a target it loses 1+(Weapon's WGT/2) HP.

Collected: Quicken 3 when defending.
Vigor: Heal 10HP when defending.
Level Headed: Whenever you defend, you can generate a single momentum of any type you wish.
Patient: Whenever you defend, you deal +3 damage in the following round.

Team-Spirit: Whenever you generate momentum, it's +1.
Combo Master: Whenever you activate a combo, the ability gains +2 potency.
Cunning: Whenever you activate a combo, the ability has -3MP cost.

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