Difference between revisions of "Attributes"

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=Attributes=
 
Every Player-Character has a set of stat-values known as '''Attributes''', the higher the character's attributes, the more skills, equipment or powers they can use, and the greater the advantages they gain from them. Attribute points are determined by a combination of their [[Playable Races|Race]], [[Archetypes|Archetypes]] and the Player's own choice given at 1st level. Attribute points can be gained regularly from [[Character Creation|levelling up]]. All characters start with a balance of 0 in each attribute, positive values give bonuses to a character's other stats. If Attributes are reduced to negatives, specific drawbacks are applied to the character until their attribute score is 0 or higher.
Every Player-Character has a set of stat-values known as '''Attributes''', the higher the character's attributes, the more skills, equipment or powers they can use, and the greater the advantages they gain from them. Attribute points are determined by a combination of their [[Playable Races|Race]], [[Archetypes|Archetypes]] and the Player's own choice given at 1st level. Attribute points can be gained regularly from [[Character Creation|levelling up]]. All characters start with a balance of 0 in each attribute, positive values give bonuses to a character's other stats. If Attributes are reduced to negatives, specific drawbacks are applied to the character until their attribute score is 0 or higher.


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==Strength (STR)==
==Strength (STR)==
'''Strength''' represents the physical power and might of a Player-Character, increasing the amount of damage dealt by melee weapon attacks and unarmed strikes that rely on bodily movements. But can also be used to meet the requirements of heavy weapons (Two-handed weapons) or weapons with strong recoil or tension (Firearms and Compound Bows). The last benefit of Strength is to increase a Player-Character's Load-Points which determines encumbrance based on their equipped outfit/armour and the amount of items they're carrying; higher strength means being able to carry heavier loads at the same amount of encumbrance or lower the burden by one or more stages.
'''Strength''' represents the physical power and might of a Player-Character, increasing the amount of damage dealt by melee weapon attacks and unarmed strikes that rely on their physical movements. Strength is also used as a soft-prerequisite for heavy pieces of equipment such as melee weapons (Two-handed weapons) or ranged weapons with strong recoil or tension (Firearms and Compound Bows). The last benefit of Strength is to increase a Player-Character's [[Inventory|Load-Points]] which determines encumbrance based on their equipped outfit/armour and the items they're carrying; higher strength means being able to carry heavier loads at the same amount of encumbrance, or lower the burden by one or more stages.


Strength and Endurance are often linked as the two primary attributes for a character's physical prowess.
Strength and Endurance are often linked as the two primary attributes for a character's physical prowess.
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  '''Mechanics'''
  '''Mechanics'''
  ♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike damage by 20% per point.
  ♦ Increases '''Melee Weapon, Thrown Weapon and Unarmed Strike damage''' by '''10%''' per point.
  ♦ Some Weapons have a Strength requirement in order to use them properly, if your Strength is equal or greater than the requirement there are no penalties.
  ♦ Some Weapons have a Strength requirement in order to use them properly, if your Strength is equal or greater than the requirement there are no penalties.
  ♦ Increases Load-Points used in Outfit and Inventory management by 10 points per Strength point.
  ♦ Decreases Load-Points caused by heavy worn and wielded equipment by 10 points per Strength point.
   
   
  '''If STR is reduced to negatives'''
  '''If STR is reduced to negatives'''

Revision as of 20:10, 2 May 2022

Every Player-Character has a set of stat-values known as Attributes, the higher the character's attributes, the more skills, equipment or powers they can use, and the greater the advantages they gain from them. Attribute points are determined by a combination of their Race, Archetypes and the Player's own choice given at 1st level. Attribute points can be gained regularly from levelling up. All characters start with a balance of 0 in each attribute, positive values give bonuses to a character's other stats. If Attributes are reduced to negatives, specific drawbacks are applied to the character until their attribute score is 0 or higher.

The seven attributes are Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck.

Strength (STR)

Strength represents the physical power and might of a Player-Character, increasing the amount of damage dealt by melee weapon attacks and unarmed strikes that rely on their physical movements. Strength is also used as a soft-prerequisite for heavy pieces of equipment such as melee weapons (Two-handed weapons) or ranged weapons with strong recoil or tension (Firearms and Compound Bows). The last benefit of Strength is to increase a Player-Character's Load-Points which determines encumbrance based on their equipped outfit/armour and the items they're carrying; higher strength means being able to carry heavier loads at the same amount of encumbrance, or lower the burden by one or more stages.

Strength and Endurance are often linked as the two primary attributes for a character's physical prowess.

Mechanics
♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike damage by 10% per point.
♦ Some Weapons have a Strength requirement in order to use them properly, if your Strength is equal or greater than the requirement there are no penalties.
♦ Decreases Load-Points caused by heavy worn and wielded equipment by 10 points per Strength point.

If STR is reduced to negatives
/ Melee Weapon, Thrown Weapon and Unarmed Strike damage is reduced by 20% per negative point. (Min. 20%)
/ Load-Points reduced by 20 per negative point.
/ Weapon handedness is reduced by one stage. Light weapons are treated as one-handed, one-handed is treated as two-handed and two-handed weapons cannot be wielded with a negative Strength score.

Perception (PER)

Perception is the Player-Character's ability to sense the world around them and also react to and predict what is going on around them. In combat, this Attribute is highly influential in determining the accuracy (ToHit) of landing blows on a target but also being able to avoid or deflect an opponent's attack as well. Perception also greatly influences the Player-Character's turn order during battle initiative compared to Agility.

Perception and Agility are linked together as the two primary attributes for a character's speed and agility.

Mechanics
♦ Base ToHit is increased by +20 per Perception point.
♦ Defence and Evasion rating against all attacks is increased by +1.0x per Perception point.
♦ Initiative bonus is increased by +2 per Perception point.

If PER is reduced to negatives
/ Character will be unable to deal critical hits with attacks normally capable of causing critical hits.

Endurance (END)

Endurance measures a Player-Character's bodily resilience and health. High Endurance grants the character higher maximum health needed to survive against harmful attacks and effects. Endurance grants the Player-Character bonuses to save against effects that are affecting their body, enabling them to resist their effects or more quickly escape from them.

Endurance and Strength are considered the primary attributes for a character's Physical power.

Mechanics
♦ The Character's base Hit-Points is calculated with the following calculation:
       > 6 * (4 + Endurance) = BaseHP.
♦ Grants +10 bonuses to rolls made to Physiological Saves per Endurance point.

If END is reduced to negatives
/ Character takes an additional 20% damage from all sources for each negative Endurance point.

Charisma (CHA)

Charisma reflects on the character’s ability to influence others through their personality and sometimes their appearance. It has a strong influence on a character's Reputation changes as they progress through a campaign, increasing positive gains while decreasing negative reputation gains (though negative reputation can never reduce gains to less than 0). It's also a measure of a character's ability to remain resolved and believe in themselves and their identity, as such, Charisma grants a bonus to resist or recover from mental and social effects.

Charisma and Intelligence are the primary attributes linked to a character's Mental prowess.

Mechanics
♦ Increases positive reputation gained by +2 per deed, per Charisma point.
♦ Decreases negative reputation gained by -1 per deed, per Charisma point.
♦ Gain a +10 bonus to rolls affecting the Player-Character's mind and mental state per Charisma point.
♦ Increases Player-Character's Resolve by 20% per Charisma point.
If CHA is reduced to negatives
/ Negative CHA also reduces reputation gains by half and doubles negative reputation gains per deed.

Intelligence (INT)

A character’s ability to retain and recall information and knowledge. High Intelligence grants a character additional Skill-Focuses which they can pick upon level-up. Increased Intelligence also increases the bonus provided by Skill Focuses.

Intelligence and Charisma are the two primary attributes linked to a character's Mental prowess.

Mechanics 
♦ Increases the number of Skills a character can turn into a Skill-Focus by 1 per Intelligence point. (Skill-Focuses gained through intelligence only increase single skills, not groups).
♦ Increases the Skill-Focus bonus of all Skill-Focuses by 5 per point. (Base Skill-Focus bonus is +20).

If INT is reduced to negatives
/ Negative INT causes all Skills that do not have a Skill-Focus to increase their skill rank requirements by 25%:
Novice increases from 20 to 25.
Competent increases from 40 to 50.
Adept increases from 60 to 75.
Expert increases from 75 to 100.
Master increases from 100 to 125.

Agility (AGL)

A character’s ability to coordinate physical actions quickly and accurately. High Agility increases the character's maximum Action-point stock, giving them more actions and more AP recovered per turn start and end. Agility also increases the character's movement speeds in all modes of travel by a small amount at no extra cost. Lastly, Agility grants a bonus to avoid or recover from effects that rely on reflexes to escape.

Agility and Perception are the two primary attributes linked to a character's ability to respond to dangers.

Mechanics
♦ Increases base movement speed/distance by 1 step per Agility point, regardless of movement type. (Base movement per action, 6 steps)
♦ Increases Maximum Action-Points (AP) by 20 MaxAP per Agility point.
♦ Gain a +10 bonus to rolls involving avoiding or escaping effects relying on movement per Agility point.

If AGL is reduced to negatives
/ Disables the character's ability to take actions outside their turn. (Disables Reactions).
/ Prevents a character from using Action Overflow to ready an action to execute the next turn due to a lack of AP.

Luck (LCK) & Fate-Change

Luck is a cosmic abstraction related to fortune; events and outcomes that benefit the Player-Character through no control of their own. A system known as Fate-Change is available to Player-Characters who have at least one point of Luck. It can be used proactively to become succeed where there is a chance to fail, or reactively to avoid misfortune. In the latter case, the character may avoid misfortune or an untimely end through the use of Fate-Change. The player may choose to use Fate-Change any time they have a charge available, when approved by the GM, to force a result in the character's favour. Fate-Change does not regenerate on its own, with one exception: If the player-character experiences true luck and fortune without the aid of Fate-Change (GM's discretion), they will regenerate one Fate-Change charge per qualifying event.

A Player-Character may call Fate-Chance to ensure an unlikely attack will hit, but they can also call Fate-Change to turn a successful attack into a critical hit. Inversely, they can call for Fate-Change to ensure the attack of an opponent's miss before they roll; or they can choose to use Fate-Change to negate a critical-hit or secondary effect after a successful attack. They can call Fate-Chance to automatically succeed at a skill check, or they can use Fate-Change to avoid the penalties of a failed check. The general rule is that Fate-Change can be only called to rig the roll result, or the circumstances of a legitimate roll, not both.

Luck is an attribute that is tangently unrelated to a character's physical or mental qualities and truly is a force of nature linked to the character's fate.

Mechanics
♦ Character gains 1 Fate-Change opportunity per Luck point.
      > Fate-Change allows the Player-Character to rig one chance-based action to their favour, either to succeed at their own action or avoid a terrible fate from another.
      > In unusual circumstances that would lead to a Player-Character's untimely end or other unwelcome outcome, Fate-Change can also be used influence events in a favourable direction.
      > Fate-Change charges only regenerate when the Player-Character experiences an event of true luck not influenced by Fate-Change, at the GM's discretion. One charge per qualifying event.

Fate-Change is not available to Player-Characters with 0 Luck points or less.