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.


The seven attributes are <code>'''Strength'''</code>, <code>'''Perception'''</code>, <code>'''Endurance'''</code>, <code>'''Charisma'''</code>, <code>'''Intelligence'''</code>, <code>'''Agility'''</code> and <code>'''Luck'''</code>.
Every Adventurer has a set of stat values known as '''Attributes'''. The higher the character's attributes, the more powerful and functional the character will be. Attributes are required for some skills, equipment or powers to be usable by the Adventurer. Attribute points are determined by a combination of their [[Playable Races|Race]], [[Archetypes|Archetypes]] and bonus points given during character creation. Attribute points are rewarded regularly through 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, the Adventurer will suffer a special penalty instead.
The six attributes are <code>'''Strength'''</code>, <code>'''Endurance'''</code>, <code>'''Agility'''</code>, <code>'''Perception'''</code>, <code>'''Intelligence'''</code> and <code>'''Charisma'''</code>.
=Physical Attributes=
==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 an Adventurer, increasing the amount of damage dealt by melee weapon attacks and unarmed strikes that rely on their physical movements.


Strength and Endurance are often linked as the two primary attributes for a character's physical prowess.
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). Failing to meet the requirement for a weapon may result in the weapon requiring more hands to wield, or not wield them at all. For ranged weapons, it may incur additional AP costs.
<div style="text-align:left;">
'''Mechanics'''
♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike damage by 20% 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.
♦ Increases Load-Points used in Outfit and Inventory management 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.
</div>


==Perception (PER)==
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.
'''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.
  ♦ Increases '''Melee Weapon, Thrown Weapon and Unarmed Strike attack damage''':
<div style="text-align:left;">
  > Direct damage increases by 1 per Size-Rating, and
  '''Mechanics'''
  > Damage-Spread increases by 1 per Size-Rating.
♦ Base ToHit is increased by +20 per Perception point.
  ♦ Increases the threshold of an Adventurer's '''Light, Heavy and Max''' Load-Points for [[Inventory]] management by 10 per 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.
</div>


==Endurance (END)==
==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''' measures an Adventurer's bodily '''resilience and health'''. High Endurance grants the Adventurer '''higher maximum health''' to help them survive more damage without falling and/or dying. Furthermore, the Adventurer can survive with a larger negative health value.


Endurance and Strength are considered the primary attributes for a character's Physical power.
Endurance also raises resistances against '''negative physiological effects''' by granting a bonus for Physiological-Save Checks, allowing them to avoid the effect altogether or hasten the recovery from such conditions.


<div style="text-align:left;">
'''Mechanics'''
  ♦ The Character's base Hit-Points is calculated with the following calculation:
  ♦ The Character's base Hit-Points is calculated with the following calculation:
         > 6 * (4 + Endurance) = <code>'''BaseHP'''</code>.
         > BaseHP = 6
♦ Grants +10 bonuses to rolls made to Physiological Saves per Endurance point.
        > BaseHP * (4 + Endurance) = <code>'''EffectiveHP'''</code>.
   
   
  '''If END is reduced to negatives'''
  ♦ Grants '''<code>+10</code>''' bonuses to rolls made to '''Physiological Saves''' per Endurance point.
  / Character takes an <b>additional 20% damage</b> from all sources for each negative Endurance point.
</div>
  ♦ The Adventurer's '''maximum negative health threshold''' is increased by '''<code>2</code>''' per Endurance point.
        > Normally: An Adventurer can survive with negative health equal to (BaseHP * 2), if an Adventurer's health is lower than this, they will die.
 
==Agility (AGL)==
'''Agility''' is an Adventurer's ability to coordinate physical actions quickly and accurately.
 
High Agility increases the Adventurer's '''maximum Action-point''' pool, giving them more actions and more AP recovered per turn start and end.


==Charisma (CHA)==
Agility also increases the Adventurer's '''base movement speed in all modes of travel''' by a small amount at no extra cost.
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.
Lastly, Agility grants a bonus to avoid or recover from effects that '''rely on reflexes and movement''' to escape.


<div style="text-align:left;">
  ♦ Increases '''base movement speed/distance by 1 step''' per Agility point, regardless of movement type.
  '''Mechanics'''
  ♦ Increases '''Maximum Action-Points (AP) by 10''' per point.
♦ Increases positive reputation gained by +2 per deed, per Charisma point.
  ♦ Gain a '''+10''' bonus to rolls involving avoiding or escaping effects relying on movement per Agility 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'''
=Mental Attributes=
/ Negative CHA also reduces reputation gains by half and doubles negative reputation gains per deed.
==Perception (PER)==
</div>
'''Perception''' is the Adventurer's ability to sense the world around them and also react to and predict what is going on around them.


==Intelligence (INT)==
In combat, this Attribute is highly influential in determining the accuracy of landing blows on a target, but also being able to avoid or deflect an opponent's attack as well.
A character’s ability to retain and recall information and knowledge. High Intelligence grants a character additional [[Skills|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.
Perception also greatly influences the Adventurer's turn order during battle initiative compared to Agility.


<div style="text-align:left;">
  ♦ The Adventurer gains an '''Accuracy bonus of +10''' per Perception point.
  '''Mechanics'''  
  ♦ Defence and Evasion rating against all attacks is increased by '''+0.1x''' per Perception point.
♦ 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).
  ♦ Initiative bonus is increased by +2 per Perception point.
  ♦ 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'''.
</div>


==Agility (AGL)==
==Intelligence (INT)==
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.
'''Intelligence''' is an Adventurer’s ability to retain and recall information and knowledge. High Intelligence grants a character additional [[Skills|Skill-Focuses]] or [[Perks|Perk-Points]] upon levelling-up.


Agility and Perception are the two primary attributes linked to a character's ability to respond to dangers.
High Intelligence also increases the bonus provided by '''existing Skill-Focuses''', allowing the maximum Skill-Rating to exceed 100 in most cases.


<div style="text-align:left;">
  The Adventurer can select '''one''' of three bonuses each time their Intelligence permanently increases:
  '''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'''
  ♦ Gain a new '''Skill-Focus''' to a skill that does not currently have one.
  / Disables the character's ability to take actions outside their turn. (Disables Reactions).
  ♦ Gain a new '''Perk''' or '''Trait''' that the Adventurer meets the requirement to take.
  / Prevents a character from using '''[[Tutorial:Combat|Action Overflow]]''' to ready an action to execute the next turn due to a lack of AP.
  ♦ Increases the '''Skill-Focus bonus''' of one Skill that is currently receiving a Skill-Focus by '''<code>+10</code> Skill-Rating'''.
</div>
  (As this is a permanent bonus, this SR can be used to gain '''Skill-Ranks''' and Skill-Perks and Traits.)


==Luck (LCK) & Fate-Change==
==Charisma (CHA)==
'''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 <code>'''Fate-Change'''</code> 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.
'''Charisma''' reflects the Adventurer’s ability to influence others through their personality and, sometimes, their appearance.


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.
Charisma affects how positive and negative reputation changes affect the Adventurer, often amplifying their good deeds and mitigating their misdeeds.


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.
It's also a measure of an Adventurer's ability to remain resolved, believe in themselves and stand up to others, as such, Charisma grants a bonus to resist or recover from psychological conditions and social effects.


<div style="text-align:left;">
  ♦ Increases positive reputation gained by '''+2 per deed''' per Charisma point.
  '''Mechanics'''
  ♦ Decreases negative reputation gained by '''-1 per misdeed''' per point. (Min. 1)
  ♦ Character gains 1 Fate-Change opportunity per Luck point.
♦ Gain a '''+10 bonus''' to rolls to resist '''psychological effects''' on the Adventurer's mind and mental state per point.
      > <code>'''Fate-Change'''</code> 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.
♦ Increases Player-Character's '''Resolve by 20%''' per Charisma point.
      > 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.'''</div>
</div>
</div>
[[Category: Mechanics]]
[[Category: Mechanics]]

Latest revision as of 10:01, 6 November 2022

Every Adventurer has a set of stat values known as Attributes. The higher the character's attributes, the more powerful and functional the character will be. Attributes are required for some skills, equipment or powers to be usable by the Adventurer. Attribute points are determined by a combination of their Race, Archetypes and bonus points given during character creation. Attribute points are rewarded regularly through 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, the Adventurer will suffer a special penalty instead.

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

Physical Attributes

Strength (STR)

Strength represents the physical power and might of an Adventurer, 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). Failing to meet the requirement for a weapon may result in the weapon requiring more hands to wield, or not wield them at all. For ranged weapons, it may incur additional AP costs.

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.

♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike attack damage:
  > Direct damage increases by 1 per Size-Rating, and
  > Damage-Spread increases by 1 per Size-Rating.
♦ Increases the threshold of an Adventurer's Light, Heavy and Max Load-Points for Inventory management by 10 per point.

Endurance (END)

Endurance measures an Adventurer's bodily resilience and health. High Endurance grants the Adventurer higher maximum health to help them survive more damage without falling and/or dying. Furthermore, the Adventurer can survive with a larger negative health value.

Endurance also raises resistances against negative physiological effects by granting a bonus for Physiological-Save Checks, allowing them to avoid the effect altogether or hasten the recovery from such conditions.

♦ The Character's base Hit-Points is calculated with the following calculation:
       > BaseHP = 6
       > BaseHP * (4 + Endurance) = EffectiveHP.

♦ Grants +10 bonuses to rolls made to Physiological Saves per Endurance point.

♦ The Adventurer's maximum negative health threshold is increased by 2 per Endurance point.
       > Normally: An Adventurer can survive with negative health equal to (BaseHP * 2), if an Adventurer's health is lower than this, they will die.

Agility (AGL)

Agility is an Adventurer's ability to coordinate physical actions quickly and accurately.

High Agility increases the Adventurer's maximum Action-point pool, giving them more actions and more AP recovered per turn start and end.

Agility also increases the Adventurer's base movement speed 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 and movement to escape.

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

Mental Attributes

Perception (PER)

Perception is the Adventurer'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 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 Adventurer's turn order during battle initiative compared to Agility.

♦ The Adventurer gains an Accuracy bonus of +10 per Perception point.
♦ Defence and Evasion rating against all attacks is increased by +0.1x per Perception point.
♦ Initiative bonus is increased by +2 per Perception point.

Intelligence (INT)

Intelligence is an Adventurer’s ability to retain and recall information and knowledge. High Intelligence grants a character additional Skill-Focuses or Perk-Points upon levelling-up.

High Intelligence also increases the bonus provided by existing Skill-Focuses, allowing the maximum Skill-Rating to exceed 100 in most cases.

The Adventurer can select one of three bonuses each time their Intelligence permanently increases:

♦ Gain a new Skill-Focus to a skill that does not currently have one.
♦ Gain a new Perk or Trait that the Adventurer meets the requirement to take.
♦ Increases the Skill-Focus bonus of one Skill that is currently receiving a Skill-Focus by +10 Skill-Rating.
  (As this is a permanent bonus, this SR can be used to gain Skill-Ranks and Skill-Perks and Traits.)

Charisma (CHA)

Charisma reflects the Adventurer’s ability to influence others through their personality and, sometimes, their appearance.

Charisma affects how positive and negative reputation changes affect the Adventurer, often amplifying their good deeds and mitigating their misdeeds.

It's also a measure of an Adventurer's ability to remain resolved, believe in themselves and stand up to others, as such, Charisma grants a bonus to resist or recover from psychological conditions and social effects.

♦ Increases positive reputation gained by +2 per deed per Charisma point.
♦ Decreases negative reputation gained by -1 per misdeed per point. (Min. 1)
♦ Gain a +10 bonus to rolls to resist psychological effects on the Adventurer's mind and mental state per point.
♦ Increases Player-Character's Resolve by 20% per Charisma point.