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Spiritual Attribute

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A Spiritual Attribute is some sort of motivation or goal of a character. Unlike in many other role-playing games, in TRoS a characters do not grow stronger, smarter, and more skilled simply by killing foes and gaining experience. Instead, a character can only truly grow when he is working to achieve his goals and following his motivations. In addition to spiritual attributes being used to develop and grow a character, they also provide a character with a near heroic power when he is fighting for what he believes in.


Spiritual Attribute Mechanics

Most Spiritual Attributes have 3 main parts. The first part is the category. There are 8 different categories (all listed in the following section). The category dictates the nature of the motivation or goal that the SA represents. A character may only have one SA of a particular category. The next part of an SA is the description. The description is a few words describing the details of the SA. And lastly, the last part of an SA is the rank or points. An SA may have a rank between 0 and 5, but never more than 5 (unless noted in a gift). A character may only have 5 Spiritual Attributes at a time.

Spiritual Attribute Categories


The Belief spiritual attribute defines a characters guiding philosophy or concept. A character's belief influences all his actions, much like his faith, and determines his generally outlook on life. The specific philosophy or concept of the belief must be defined.


The Drive spiritual attribute defines a specific goal the character wishes to accomplish or a cause he champions. A character's drive is something he constantly works toward and will often fight (and possibly die) for. The specific goal or cause of the drive must be defined.


The Passion spiritual attribute defines a person the character has extreme feelings for. A character's passion can be someone he loves, his best friend, or even a hated enemy. The specific person the passion is directed toward and the nature of the passion must be defined.


The Faith spiritual attribute defines the specific religion or creed the character is a part of or is committed to. A character's faith is something that subtlety influences all that he does, and sometimes can even play a large role in his life. The specific religion or creed of the faith must be defined.


The Oath spiritual attribute defines a specific oath, vow, or promise, the character has made to someone. A character's oath is often due to the social obligation than any sort of legal obligation, and for this reason, a character that is not interested in honor or keeping his word should not take oath. The specific oath, vow, or promise of the oath must be defined.


The Conscience spiritual attribute defines a character moral sense of good. A character's conscience directs him to help the unfortunate and protect the weak. Conscience is not further defined, it is jut "Conscience".


The Destiny spiritual attribute defines cosmic purpose (or destiny) of a character. A character's destiny is sometimes even unknown to the character and/or player, but his whole life is building up to it. The specific cosmic purpose (or destiny) of the destiny must be defined.


The Anti-Destiny spiritual attribute defines cosmic purpose of a character, much like a Destiny, except that the actual purpose is to fail (and usually die). A character's anti-destiny is sometimes even unknown to the character and/or player, but his whole life is building up to it. And unlike a destiny where you get dice as you make decisions and make your way to the goal as well as in the completion of the goal itself, with an anti-destiny you get dice as you make decisions and make your way to the goal, but once the moment arrives, you loose dice, increasing your chance of completing the failure (again, usually death). The specific cosmic purpose of the anti-destiny must be defined.

Gaining Spiritual Attribute Points

During the course of a gaming session, or at the end of a session, the Seneschal may award a character points in an SA if the player is acting according to that SA. Though, points should only be awarded for acting in accordance with an SA when it is not in the players advantage to act according to that SA. A standard session, depending on the level of progression of the campaign, should see each player awarded anywhere between 1 - 5 SA points in total.

Using Spiritual Attributes

If, in the process of acting in accordance with ones spiritual attribute, a character needs to make a dice roll of any sort, he may be able to add a number of dice to that roll (making the task easier) depending on how much the action or roll relates to the Spiritual Attribute.

Action Extra Dice
The action is somewhat or tangentially related to the SA 1
The action is firmly and directly related to the SA 2
The action is so intrinsically related to the SA that failing

the action could destroy the SA entirely


When these extra dice are used in combat, the dice are added to the combat pool and refresh just like the combat pool normally would. In the case of a skill check, attribute check, or other roll, the dice are simply added for that roll.

Also note that doing this does not use up SA points, nor dies it in any way relate to the number of points you have in that SA.

Spending Spiritual Attributes

Spiritual Attribute points can be expended to advance and develop your character. After a session, any SA points can be permanently spent to increase Skills, Proficiencies, Attributes, and even buy Gifts or buy off Flaws. When an SA point is spent in this way, add the point to your Insight to represent how much your character has progressed since the character was created.

Attributes can be increased by spending an amount of SA points determined by your current rank in the attribute.

Current Rank SA Points
Rank 1 1
Rank 2 2
Rank 3 4
Rank 4 7
Rank 5 10
Rank 6 13
Rank 7 16
Rank 8 19
Rank 9 22

A new Skill can be bought at rank 9 for a cost of 2 SA points. An existing skill can be improved by spending 2 SA points to better a skill by one rank. It does not matter what rank the skill is at. Though, remember that a skill can not go below rank 4. After that, levels of Grandmaster must be taken at a cost of 3 + [Current Grandmaster Level] SA points. There is no limit to grandmaster skill ranks. A new skill specializations can be bought at a cost of 2 SA points, and can be improved by spending 2 SA points to better a specialization by one rank. A specialization can only go up to rank 3.

A new Proficiency can be bought at rank 1 for 1 SA point. If you are already able to default to the proficiency at a rank higher than 1, you may instead buy the proficiency at that rank for a number of SA points equal to that rank. Any proficiency may be increased by 1 rank for a number of SA points equal to the current rank. There is no maximum proficiency rank.

A new Combat School can be bought at rank 1 for 2 SA points. Any combat school may be increased by 1 rank for a number of SA points equal to the current rank * 1.5. There is no maximum combat school rank.

Gifts and Flaws can only be bought or bought off with the approval of the Seneschal, and some may never be bought or bought off. Buying a new gift will cost 10 SA points for a minor gift or 20 SA points for a major gift. Buying off a flaw (getting rid of it) will cost 10 SA points for a minor flaw or 20 SA points for a major flaw.

Changing Spiritual Attributes

A Spiritual Attribute can only be changed by first reducing its rank to 0 by spending the points and then paying 3 SA points to remove it from your sheet. After that, the open position can be used for any new Spiritual Attribute.