Difference between revisions of "Attributes"

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(reworked attributes + fate-change system)
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=Attributes=
=Attributes=
The first step to creating a character is their core stats, their Attributes. There are seven stats:
Every Player-Character has a set of stats known as '''Attributes''' which grant advantages to them including enhance the use of skills, equipment or powers. The amount of attribute points given to a Player-Character is determined by their [[Playable Races|Race]], [[Archetypes|Archetype]] and the Attribute-point choice given at 1st level. More attribute points can be gained regularly from [[Character Creation|levelling up]]. All characters start with 0 in each attribute, and generally attributes grant their benefits at 1 point or more. Should Attributes be reduced to negatives, specific drawbacks are applied to the character until their attribute score is 0 or higher.
* 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.
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>.
All characters start with 0 in each attribute. Most adjustment increase attributes by 1 or more, the following descriptions below describe the benefits for each attribute point above 0 for the character in question. Adjustments that reduce attributes to negative amounts (-1 or lower) instead gave flat, unique penalties associated, rather than reversing the bonuses.


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


  '''Mechanics'''
  '''Mechanics'''
  ♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike damage by 30% per point.
  ♦ Increases Melee Weapon, Thrown Weapon and Unarmed Strike damage by 20% per point.
  ♦ Increases Inventory slots of a character by 20% per point. (If greater or equal to Endurance)
  ♦ 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 Maximum Outfit weight capacity by 20% per point. "Allowing the character to reduce encumbrance or allow heavier gear to be equipped."
  ♦ Increases Load-Points used in Outfit and Inventory management by 10 points per Strength point.
   
   
  '''If STR is reduced to negatives'''
  '''If STR is reduced to negatives'''
  / Character's outfit weight capacity may be dropped by half.
  / Melee Weapon, Thrown Weapon and Unarmed Strike damage is reduced by 20% per negative point. (Min. 20%)
  / Character may be prevented from wielding two-handed weapons and forces them to wield one-handed weapons with two hands.
/ 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 (PER)==
Perception increases the character’s base attack bonus, which determines their ability to land attacks against opponents and react to theirs.
'''Perception''' is an abstraction for a Player-Character's ability not only to sense the world around them but 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'''
  '''Mechanics'''
  ♦ Increases the user’s base attack bonus (BaB) by 4 per point. Meaning they gain additional ToHit/Accuracy every 5 levels.
  ♦ Base ToHit is increased by +20 per Perception point.
  ♦ Increases the user's Defence and Evasion stats to all attacks. (Agility and Luck also contribute to this effect).
  ♦ 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'''
  '''If PER is reduced to negatives'''
  / Character will be unable to deal critical hits with weapons or attacks.
  / Character will be unable to deal critical hits with attacks normally capable of causing critical hits.
/ A Foe targeting the Character with an attack capable of critical-hits will gain a x4 bonus to their crit-rate chance.


==Endurance (END)==
==Endurance (END)==
Endurance increases the character’s resilience and healthiness. This stat not only controls maximum health but also guards against negative body effects.
'''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. It also has similar effects to increase a character's Load-Points in order to reduce encumbrance from heavy outfits and items. Lastly, 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'''
  '''Mechanics'''
  ♦ 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.
  ♦ Character's Base Hit-Points is increased by +2 per Endurance point. Default amount is 6.
  ♦ Increases Inventory Slots and Equipment Capacity (as if it were treated like Strength, whichever is higher).
        > Character's Core Hit-points should be: BaseHP * 4 = <code>'''CoreHP'''</code>.
 
        > MaxHP gained per level up should be: (Endurance * Level) + 1  = <code>'''LevelUpHP'''</code>                (Characters always gain at least 1 HP per level)
        > Character's actual MaxHP should be: <code>'''CoreHP + (LevelUpHP * Level)'''</code>
♦ Increases Load-Points used in Outfit and Inventory management by 10 points per Endurance point.
  ♦ Gain a +10 bonus to rolls made to Body Saves per Endurance point.
  '''If END is reduced to negatives'''
  '''If END is reduced to negatives'''
  / Character's maximum health is cut by half.
  / Character takes an additional 20% damage from all sources for each negative Endurance point.
/ Load-Points reduced by 10 points per negative Endurance point.


==Charisma (CHA)==
==Charisma (CHA)==
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.
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'''
  '''Mechanics'''
  ♦ Increases the magnitude and success chance of '''[[Social]]''' combat commands: '''Bargain''' (Persuade), '''Feint''' (Deceive), '''Intimidate''' (Intimidate).
  ♦ Increases positive reputation gained by +2 per deed, per Charisma point.
  ♦ 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 gained by -1 per deed, per Charisma point.
  ♦ 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.)
♦ 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'''
  '''If CHA is reduced to negatives'''
/ Negative CHA disables the ability to use Social Combat commands.
  / Negative CHA also reduces reputation gains by half and doubles negative reputation gains per deed.
  / Negative CHA also reduces reputation gains by half and doubles negative reputation gains.


==Intelligence (INT)==
==Intelligence (INT)==
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 rank requirements, making it harder to gain perks outside boosted skill groups.
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.


  '''Mechanics'''  
  '''Mechanics'''  
  ♦ 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).
  ♦ 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 grants +20 to affected skills).
  ♦ Increases the Skill-Focus bonus of all Skill-Focuses by 5 per point. (Base Skill-Focus bonus is +20).
♦ Some traits/abilities use INT to scale up their magnitude and effectiveness.
♦ The highest attribute between Perception, Intelligence and Charisma can determine the power of meta-force related abilities.
   
   
  '''If INT is reduced to negatives'''
  '''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%:
  / 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.
  Novice increases from 20 to '''25'''.
  Competent increases from 40 to 50.
  Competent increases from 40 to '''50'''.
  Adept increases from 60 to 75.
  Adept increases from 60 to '''75'''.
  Expert increases from 75 to 100.
  Expert increases from 75 to '''100'''.
  Master increases from 100 to 125.
  Master increases from 100 to '''125'''.


==Agility (AGL)==
==Agility (AGL)==
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 in the same frame of time. Negative Agility however will prevent them from acting outside their turn and disable the ability to Action-Overflow.
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'''
  '''Mechanics'''
  ♦ Increases base movement speed by 20% per point. Allowing the character to move more distance per turn.
  ♦ 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 30% per point. Allowing the character to use more actions per turn, or gain extra distance.
  ♦ 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'''
  '''If AGL is reduced to negatives'''
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  / Prevents a character from using '''[[Tutorial:Combat|Action Overflow]]''' to ready an action to execute the next turn due to a lack of AP.
  / Prevents a character from using '''[[Tutorial:Combat|Action Overflow]]''' to ready an action to execute the next turn due to a lack of AP.


==Luck (LCK)==
==Luck (LCK) & Fate-Change==
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 gain more opportunities (at the GM’s discretion).
'''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.
 
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'''
  '''Mechanics'''
  ♦ The character starts with and can hold 1 Fortune point for every LCK point beyond 0.
  ♦ Character gains 1 Fate-Change opportunity per Luck point.
♦ Luck also improves any commands or abilities that rely on random chance, as well as the character's Defence/Evasion.
      > <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.
      > 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.
   
   
  '''If LCK is reduced to negatives'''
  '''Fate-Change is not available to Player-Characters with 0 Luck points or less.'''
/ When the GM offers this character a 'Flaw Offer', the GM may offer 2, 3 or more Flaws instead of an Accept/Decline. The Character cannot decline a Flaw offer. Perk points are rewarded as normal.
/ Disables the ability for a character to use [[Inspirations]].

Revision as of 20:53, 27 November 2021

Attributes

Every Player-Character has a set of stats known as Attributes which grant advantages to them including enhance the use of skills, equipment or powers. The amount of attribute points given to a Player-Character is determined by their Race, Archetype and the Attribute-point choice given at 1st level. More attribute points can be gained regularly from levelling up. All characters start with 0 in each attribute, and generally attributes grant their benefits at 1 point or more. Should Attributes be 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 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 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 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.

Perception (PER)

Perception is an abstraction for a Player-Character's ability not only to sense the world around them but 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. It also has similar effects to increase a character's Load-Points in order to reduce encumbrance from heavy outfits and items. Lastly, 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
♦ Character's Base Hit-Points is increased by +2 per Endurance point. Default amount is 6.
       > Character's Core Hit-points should be: BaseHP * 4 = CoreHP.
       > MaxHP gained per level up should be: (Endurance * Level) + 1  = LevelUpHP                 (Characters always gain at least 1 HP per level)
       > Character's actual MaxHP should be: CoreHP + (LevelUpHP * Level)
♦ Increases Load-Points used in Outfit and Inventory management by 10 points per Endurance point.
♦ Gain a +10 bonus to rolls made to Body Saves per Endurance point.

If END is reduced to negatives
/ Character takes an additional 20% damage from all sources for each negative Endurance point.
/ Load-Points reduced by 10 points per 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.