Attribute: Difference between revisions
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attribute tier update |
attribute page rewrite. more tier tweaks. added bonus mechanic |
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There are 6 Attributes that characters can possess: '''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', and '''Charisma'''. These stats can contribute to the three Core values '''Body''', '''Reflex''', and '''Mind'''. These in turn will increase other stats such as Health-Points (HP), Meta-Points (MP), Deflection and Evasion. | There are 6 Attributes that characters can possess: '''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', and '''Charisma'''. These stats can contribute to the three Core values '''Body''', '''Reflex''', and '''Mind'''. These in turn will increase other stats such as Health-Points (HP), Meta-Points (MP), Deflection and Evasion. | ||
There are two parts to an Attribute, the Base bonus, and the Attribute die. The base bonus | There are two parts to an Attribute, the '''Base bonus''', and the '''Attribute die'''. The base bonus is a fixed number that is used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. A character's '''Attribute Tier''' can also determine what bonuses they can apply to checks. | ||
The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games. | The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games. | ||
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| '''<big>Strength</big>''' || Body || (Reflex) || “The ability to physically move themselves and the things around them” | | '''<big>Strength</big>''' || Body || (Reflex) || “The ability to physically move themselves and the things around them” | ||
|- | |- | ||
| '''<big>Endurance</big>''' || Body || (Mind) || “The ability to maintain their | | '''<big>Endurance</big>''' || Body || (Mind) || “The ability to resist harm and maintain their health and stamina” | ||
|- | |- | ||
| '''<big>Agility</big>''' || Reflex || (Body) || “The ability to move both quickly and precisely without fail” | | '''<big>Agility</big>''' || Reflex || (Body) || “The ability to move both quickly and precisely without fail” | ||
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| '''<big>Perception</big>''' || Reflex || (Mind) || “The ability to be aware of, and react to their surroundings effectively” | | '''<big>Perception</big>''' || Reflex || (Mind) || “The ability to be aware of, and react to their surroundings effectively” | ||
|- | |- | ||
| '''<big>Intellect</big>''' || Mind || (Reflex) || “The ability to learn, retain and recall information | | '''<big>Intellect</big>''' || Mind || (Reflex) || “The ability to learn, retain and recall information and abilities quickly and accurately” | ||
|- | |- | ||
| '''<big>Charisma</big>''' || Mind || (Body) || “The ability to influence others and the | | '''<big>Charisma</big>''' || Mind || (Body) || “The ability to influence others, resist others, and the strength of one’s resolve” | ||
|} | |} | ||
===Attribute Bonus and Dice=== | ===Attribute Bonus and Dice=== | ||
Most skill and ToHit checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type | Most skill and ToHit checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type. Attribute dice are [[Meta Dice]], they have a minimum roll value and can't ''explode''. | ||
===Improvised Checks=== | ===Improvised Checks=== | ||
Whenever a character needs to do a check which they have no [[Metaphor]] prepared for it, they may roll an Attribute (or Improvised) check using that value. The character's Attribute tier may determine whether the Attribute modifier is a flat bonus or a die, check the chart further down for more information. | |||
Improvised rolls are: <code>'''d12 + the relevant attribute’s modifier + Other modifiers'''</code>. | |||
===Attribute Limits=== | ===Attribute Limits=== | ||
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'''Attribute Tiers''' affect how a character can apply their Attribute bonuses to checks and abilities. By default characters start at '''Tier 1''', then may attain higher tiers depending on their abilities and power in comparison to their reality. Characters can add their Attribute bonus normally, or 'Exert'. The Exerted version grants a greater benefit to checks and Metaphors than the default, but often requires paying a cost in Metapoints, stacks of Exertion (status) or otherwise. | '''Attribute Tiers''' affect how a character can apply their Attribute bonuses to checks and abilities. By default characters start at '''Tier 1''', then may attain higher tiers depending on their abilities and power in comparison to their reality. Characters can add their Attribute bonus normally, or 'Exert'. The Exerted version grants a greater benefit to checks and Metaphors than the default, but often requires paying a cost in Metapoints, stacks of Exertion (status) or otherwise. | ||
Each tier also has a '''Bonus''', which is added to the character's Attribute and the Core Value it represents. For instance, Tier 2 in Strength will give a +1 bonus to Strength the Attribute, and +1 to Body as Strength represents it. This essentially becomes a +2 bonus to Body because of Strength granting a Core value point by itself. | |||
Most characters will generally have Attributes in tiers 1 to 3, gained from Nature and Nurture sources (Racial adjustments, Class/Role training...etc), some characters may reach the pinnacle of tier 4 if certain powers and abilities call for it. Once a character reaches tier 5 and 6 they becomes extremely powerful in their respective attributes and care should be taken to ensure their power doe not negatively impact your games. Consider using or creating [[Metaphor]]s to simulate powerful abilities rather than using high Attribute tiers. | |||
<center> | <center> | ||
{| class="wikitable" | {| class="wikitable" style="text-align:center" | ||
|+ Attribute Power Tiers | |+ Attribute Power Tiers | ||
|- | |- | ||
! Tier !! | ! Tier !! Bonus !! Title !! Normal !! Exerted | ||
|- | |- | ||
| 0 | | 1 || +0 || Average || ♦ Use Base Attribute Value || Instead: ♦ Use Base Attribute Value and Roll Attribute Die | ||
|- | |- | ||
| 1 | | 2 || +1 || Talented || ♦ Roll Attribute Die || And: ♦ Add Level value to result | ||
|- | |- | ||
| 2 | | 3 || +2 || Gifted || ♦ Roll Attribute die<br>♦ Add Level to result || Instead: ♦ Use maximum value of Attribute die | ||
|- | |- | ||
| 3 | | 4 || +3 || Apex || ♦ Use maximum value of Attribute die<br>♦ Add Level to result. || Add: ♦ Enforce Advantage rolls until next turn | ||
|- | |- | ||
| | | 5 || +3 || Super || ♦ Use max value of Attribute Die<br>♦ Add Level to result<br>♦ Enforce Normal or higher Advantage State for rolls || Add: ♦ d12s explode on a 10, 11 or 12 | ||
|- | |- | ||
| | | 6 || +4 || Ultimate || ♦ Use max value of Attribute Die<br>♦ Add Level to result<br>♦ Enforce Normal or higher Advantage state for rolls<br>♦ d12s explodes on 10, 11, or 12 || ♦ Automatic 12 on d12 rolls (once per exertion) | ||
|} | |} | ||
'''<u>Legend</u>''' | |||
'''Bonus''': Bonus to appropriate Attribute, and to the [[Core Value]] it represents. | |||
'''Base Attribute Value''': The flat bonus provided by an Attribute. | |||
'''Attribute Die''': [[Meta Dice|Meta-die]] associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc). | |||
'''Add Level to result''': Add Character's [[Level]] to result as if it were a bonus modifier. | |||
'''Enforce Advantage''': Rolls are made with Advantage rolls (roll twice, take highest), regardless of circumstance. | |||
'''Enforce Advantage State (Normal)''': Forces a roll to be made with Normal rules (roll once, take result), only when original roll is [[Complication|Disadvantage or lower]]. If roll is Normal, enforce Advantage. | |||
'''Explode on 10, 11, or 12''': Alters the [[Meta Dice|critical threshold]] for a d12 to trigger on rolling a 10, 11 or 12 when rolling a regular d12. | |||
'''Automatic 12''': Treats the roll of a d12 as if it had rolled 12, ensuring a dice explosion and Meta-d12 bonus die. | |||
</center> | </center> | ||
==Core Values== | ==Core Values== | ||
For more information about what stats are affected by Attributes, see [[Core Value]] and [[Combat]]. | For more information about what stats are affected by Attributes, see [[Core Value]] and [[Combat]]. | ||
For information on how Attributes are applied, see [[Character Creation]]. | |||
</div> | </div> | ||
|} | |} |
Latest revision as of 04:09, 4 September 2025
OverviewThere are 6 Attributes that characters can possess: Strength, Endurance, Agility, Perception, Intellect, and Charisma. These stats can contribute to the three Core values Body, Reflex, and Mind. These in turn will increase other stats such as Health-Points (HP), Meta-Points (MP), Deflection and Evasion. There are two parts to an Attribute, the Base bonus, and the Attribute die. The base bonus is a fixed number that is used to calculate other stat bonuses, whereas the Attribute die is called upon in certain checks. A character's Attribute Tier can also determine what bonuses they can apply to checks. The maximum Attribute limit is determined by the Game-Master, however 10 or 12 is a reasonable number for most games. Attributes and Affected Core ValuesAttributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute Bonus and DiceMost skill and ToHit checks can benefit from the user’s own Attributes. For skill checks, the most appropriate Attribute modifier is added to the total modifiers. For combat/ToHit checks, the kind of Attribute used is dependent on the attack type. Attribute dice are Meta Dice, they have a minimum roll value and can't explode. Improvised ChecksWhenever a character needs to do a check which they have no Metaphor prepared for it, they may roll an Attribute (or Improvised) check using that value. The character's Attribute tier may determine whether the Attribute modifier is a flat bonus or a die, check the chart further down for more information.
Improvised rolls are:
Attribute LimitsExcept during the Creation phase and the Attribute point granted from a Level-up, a character’s attributes can’t be raised higher than their current Character Level. This is known as the Attribute/Level Limit. Once a character has levelled high enough, they can begin raising any of their attributes up to their current level. Attribute Power TiersAttribute Tiers affect how a character can apply their Attribute bonuses to checks and abilities. By default characters start at Tier 1, then may attain higher tiers depending on their abilities and power in comparison to their reality. Characters can add their Attribute bonus normally, or 'Exert'. The Exerted version grants a greater benefit to checks and Metaphors than the default, but often requires paying a cost in Metapoints, stacks of Exertion (status) or otherwise. Each tier also has a Bonus, which is added to the character's Attribute and the Core Value it represents. For instance, Tier 2 in Strength will give a +1 bonus to Strength the Attribute, and +1 to Body as Strength represents it. This essentially becomes a +2 bonus to Body because of Strength granting a Core value point by itself. Most characters will generally have Attributes in tiers 1 to 3, gained from Nature and Nurture sources (Racial adjustments, Class/Role training...etc), some characters may reach the pinnacle of tier 4 if certain powers and abilities call for it. Once a character reaches tier 5 and 6 they becomes extremely powerful in their respective attributes and care should be taken to ensure their power doe not negatively impact your games. Consider using or creating Metaphors to simulate powerful abilities rather than using high Attribute tiers.
Legend Bonus: Bonus to appropriate Attribute, and to the Core Value it represents. Base Attribute Value: The flat bonus provided by an Attribute. Attribute Die: Meta-die associated with a specific value. (1 = md4, 2 = md6, 3 = md8...etc). Add Level to result: Add Character's Level to result as if it were a bonus modifier. Enforce Advantage: Rolls are made with Advantage rolls (roll twice, take highest), regardless of circumstance. Enforce Advantage State (Normal): Forces a roll to be made with Normal rules (roll once, take result), only when original roll is Disadvantage or lower. If roll is Normal, enforce Advantage. Explode on 10, 11, or 12: Alters the critical threshold for a d12 to trigger on rolling a 10, 11 or 12 when rolling a regular d12. Automatic 12: Treats the roll of a d12 as if it had rolled 12, ensuring a dice explosion and Meta-d12 bonus die. Core ValuesFor more information about what stats are affected by Attributes, see Core Value and Combat. For information on how Attributes are applied, see Character Creation. |