Difference between revisions of "Attributes"

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==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 increases the character’s base attack bonus, which determines their ability to land attacks against opponents and react to theirs.
  ♦ 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)
'''Mechanics'''
  ♦ Increases the user’s base attack bonus (BaB) by 4 per point. Meaning they gain additional ToHit/Accuracy every 5 levels.
  ♦ Increases the user's Defence and Evasion stats to all attacks. (Agility and Luck also contribute to this effect).


==Endurance (END)==
==Endurance (END)==

Revision as of 08:15, 16 February 2021

Attributes

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.

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.

Mechanics
♦ 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)
♦ Increases Maximum Outfit weight capacity by 20% per point. "Allowing the character to reduce encumbrance or allow heavier gear to be equipped."

If STR is reduced to negatives
/ Character's outfit weight capacity may be dropped by half.
/ Character may be prevented from wielding two-handed weapons and forces them to wield one-handed weapons with two hands.

Perception (PER)

Perception increases the character’s base attack bonus, which determines their ability to land attacks against opponents and react to theirs.

Mechanics
♦ Increases the user’s base attack bonus (BaB) by 4 per point. Meaning they gain additional ToHit/Accuracy every 5 levels.
♦ Increases the user's Defence and Evasion stats to all attacks. (Agility and Luck also contribute to this effect).

Endurance (END)

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.

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.

♦ 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.
/ Negative CHA also reduces reputation gains by half and doubles negative reputation gains.

Intelligence (INT)

A character’s ability to retain and recall information and knowledge. High Intelligence grants a character additional 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).
♦ Increases the Skill-Focus bonus of all Skill-Focuses by 5 per point. (Base Skill-Focus grants +20 to affected skills).
♦ Some traits/abilities use INT to scale up their magnitude and effectiveness.
♦ The highest amount between Perception, Intelligence and Charisma can determine the power of meta-force related abilities.
/ Negative INT causes all Skills that do not have a 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 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.
/ 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)

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).

♦ The character starts with and can hold 1 Fortune point for every LCK point beyond +0.
♦ Luck also improves a character's Defence and Evasion stats, as well as any other roll that is based on chance.
/ 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.