Difference between revisions of "Attributes"

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=Attributes=
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The first step to creating a character is their core stats, their Attributes. There are seven stats:
* Strength
* Perception
* Endurance
* Charisma
* Intelligence
* Agility
* Luck


There will only be few opportunities to increase these Attributes and the amount that a character starts with will be heavily determined by their race and their archetype. Additional attribute points can be obtained as a ‘4th level bonus’, allowing one to increase any attribute that isn’t capped by 1. When attributes go into the negatives, a special penalty may be applied instead.
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 increases the power of their physical melee attacks as well as the amount of weight they can carry. High strength increases the user’s outfit/armour capacity, reducing the encumbrance of heavier outfits. Certain weapons or held items require a minimum amount of strength in order to use them, so long as they are built for their size.
'''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 [[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.
 
♦ 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.


'''Mechanics'''
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.
♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike damage by 30% per point.
 
  ♦ Increases Inventory slots of a character by 20% per point. (If greater or equal to Endurance)
  ♦ The Character's base Hit-Points is calculated with the following calculation:
  ♦ Increases Maximum Outfit weight capacity by 20% per point. "Allowing the character to reduce encumbrance or allow heavier gear to be equipped."
        > BaseHP = 6
        > BaseHP * (4 + Endurance) = <code>'''EffectiveHP'''</code>.
  ♦ Grants '''<code>+10</code>''' bonuses to rolls made to '''Physiological Saves''' per Endurance point.
   
   
  '''If STR is reduced to negatives'''
  ♦ The Adventurer's '''maximum negative health threshold''' is increased by '''<code>2</code>''' per Endurance point.
/ Character's outfit weight capacity may be dropped by half.
        > Normally: An Adventurer can survive with negative health equal to (BaseHP * 2), if an Adventurer's health is lower than this, they will die.
/ Character may be prevented from wielding two-handed weapons and forces them to wield one-handed weapons with two hands.
 
==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 (PER)==
Perception increases the character’s base attack bonus, which determines their ability to land attacks against opponents and react to theirs.
'''Perception''' is the Adventurer's ability to sense the world around them and also react to and predict what is going on around them.
♦ Increases the user’s base attack bonus (BaB) by 4 per point. Meaning they gain additional accuracy every 5 levels.
 
♦ Increases the user's Defence and Evasion stats to all attacks. (Agility and Luck also contribute)
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.


==Endurance (END)==
Perception also greatly influences the Adventurer's turn order during battle initiative compared to Agility.
Endurance increases the character’s resilience and healthiness. This stat not only controls maximum health but also guards against negative body effects.
♦ Increases the user’s HitDice stat by 2 per point. A character's MaxHP at Lv1 is 5 * HitDice + (Hitdice / 2) * Level) Therefore every Endurance point is 10 plus 1 HP per level.
♦ Increases Inventory Slots and Equipment Capacity (as if it were treated like Strength, whichever is higher).


  / Negative END causes the character to become WEAK to all affinities, inflicting extra damage and triggering secondary effects reliably.
  ♦ 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.


==Charisma (CHA)==
==Intelligence (INT)==
Charisma reflects on the character’s ability to influence others through their personality and sometimes their appearance. It improves the effects of positive changes to reputation and decreases the penalties for negative reputation, to a certain extent.
'''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.
♦ Increases the magnitude and success chance of '''[[Social]]''' combat commands: '''Bargain''' (Persuade), '''Feint''' (Decieve), '''Intimidate''' (Intimidate).
♦ Increases positive reputation gains by 30% per point. This makes the individual and their associates gain fame and better connections with fewer deeds.
♦ Decreases negative reputation gains by 1.3x per point. This makes the individual and their associates incur less of the wrath of those they have wronged.


/ Negative CHA disables the ability to use Social Combat commands.
High Intelligence also increases the bonus provided by '''existing Skill-Focuses''', allowing the maximum Skill-Rating to exceed 100 in most cases.
/ Negative CHA also reduces reputation gains by half and doubles negative reputation gains.


==Intelligence (INT)==
The Adventurer can select '''one''' of three bonuses each time their Intelligence permanently increases:
A character’s ability to retain and recall information and knowledge. High Intelligence grants a character additional [[Skills|Skill-Focuses]] (which in turn give Novice rank perks and unlocks) and also raises the base bonus granted by Skill-Focuses. Low Intelligence however will increase Skill perk ranks, making it harder to gain perks outside boosted skill groups.
  ♦ Increases the number of Skills a character can turn into a Skill-Focus by 1 per point. (Skill-Focuses gained through intelligence only increase single skills, not groups).
♦ Gain a new '''Skill-Focus''' to a skill that does not currently have one.
  ♦ Increases the Skill-Focus bonus of all Skill-Focuses by 5 per point. (Base Skill-Focus grants +20 to affected skills).
  ♦ Gain a new '''Perk''' or '''Trait''' that the Adventurer meets the requirement to take.
♦ Some traits/abilities use INT to scale up their magnitude and effectiveness.
  ♦ Increases the '''Skill-Focus bonus''' of one Skill that is currently receiving a Skill-Focus by '''<code>+10</code> Skill-Rating'''.
♦ The highest amount between Perception, Intelligence and Charisma can determine the power of meta-force related abilities.
  (As this is a permanent bonus, this SR can be used to gain '''Skill-Ranks''' and Skill-Perks and Traits.)


/ Negative INT causes all Skills that do not have a Focus to increase their skill rank requirements by 25%:
==Charisma (CHA)==
Novice increases from 20 to 25.
'''Charisma''' reflects the Adventurer’s ability to influence others through their personality and, sometimes, their appearance.
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)==
Charisma affects how positive and negative reputation changes affect the Adventurer, often amplifying their good deeds and mitigating their misdeeds.
A character’s ability to coordinate physical actions quickly and accurately. High Agility allows characters to take more actions in the same amount of time, and also allows a character to move more quickly without taking more time. Negative Agility however will reduce the character’s base AP sharply, limiting their movement and delaying their actions.
♦ Increases base movement speed by 20% per point. Allowing the character to move more distance per turn.
♦ Increases Maximum Action-Points (AP) by 30% per point. Allowing the character to use more actions per turn, or gain extra distance.


/ Negative AGL disables the character's ability to take actions outside their turn.
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.
/ Negative AGL also prevents a character from using '''[[Action Overflow]]''' to ready an action to execute the next turn due to a lack of AP.


==Luck (LCK)==
♦ Increases positive reputation gained by '''+2 per deed''' per Charisma point.
Not something a character can necessarily control, but a cosmic force that turns fate and shifts the tide towards them when they most need it. Characters with high Luck enable their players to fudge results that would otherwise result in failure (at the GM’s discretion).
♦ Decreases negative reputation gained by '''-1 per misdeed''' per point. (Min. 1)
  ♦ The character starts with and can hold 1 Fortune point for every LCK point beyond +0.
  ♦ Gain a '''+10 bonus''' to rolls to resist '''psychological effects''' on the Adventurer's mind and mental state per point.
  ♦ Luck also improves a character's Defence and Evasion stats, as well as any other roll that is based on chance.
  ♦ Increases Player-Character's '''Resolve by 20%''' per Charisma point.
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/ Negative LCK causes characters rolling dice to incur a karmic penalty when rolling if they roll a 1 (with d20) or less than 5 (with d100) on combat rolls or skill checks. GM decides the penalty.
[[Category: Mechanics]]

Latest revision as of 11:01, 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.