Attribute: Difference between revisions
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There are 6 Attributes ('''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', '''Charisma''') that can be added to various checks, these Attributes contribute towards 3 Core Values ('''Body''', '''Reflex''', '''Mind''') which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion. | There are 6 Attributes ('''Strength''', '''Endurance''', '''Agility''', '''Perception''', '''Intellect''', '''Charisma''') that can be added to various checks, these Attributes contribute towards 3 Core Values ('''Body''', '''Reflex''', '''Mind''') which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion. | ||
==Overview== | ==Overview== | ||
Your character has six primary attributes which can be called upon for Skill checks, as well as affect other values important to their stats. Whenever a character needs to do a check which they have no Metaphor prepared for it, they may add a bonus based on their Attribute dice to aid in the check’s success. This is known an an <code>'''Improvised/Attribute check'''</code>. | Your character has six primary attributes which can be called upon for Skill checks, as well as affect other values important to their stats. Whenever a character needs to do a check which they have no Metaphor prepared for it, they may add a bonus based on their Attribute dice to aid in the check’s success. This is known an an <code>'''Improvised/Attribute check'''</code>. | ||
A character is usually limited to 10 points per attribute at maximum, unless they have the means to bypass this limitation. Sometimes the Game-Master can allow up to 12 points per Attribute. | A character is usually limited to 10 points per attribute at maximum, unless they have the means to bypass this limitation. Sometimes the Game-Master can allow up to 12 points per Attribute. | ||
==Attributes== | ==Attributes== | ||
Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores: | Attributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores: | ||
{| class="wikitable" style="text-align:center; align:center; margin:auto;" | |||
|+ Attribute to Core-Value Chart | |||
|- | |||
! Attribute !! +1 bonus !! +0.5 bonus !! Description | |||
|- | |||
| '''<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 physical health and stamina” | |||
|- | |||
| '''<big>Agility</big>''' || Reflex || (Body) || “The ability to move both quickly and precisely without fail” | |||
|- | |||
| '''<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 for practical uses” | |||
|- | |||
| '''<big>Charisma</big>''' || Mind || (Body) || “The ability to influence others and the integrity of one’s personality” | |||
|} | |||
===Attribute Bonus=== | ===Attribute Bonus=== | ||
Most skill and combat 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 combat 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 may only be used in a check when called upon with an Action, such as | Attribute dice may only be used in a check when called upon with an Action, such as [[Combat|Setup(Attribute)]]. The value of the Attribute die can then be used to provide a bonus of the user’s choice, either as extra Tohit, additional damage or to inflict an appropriate amount of Status magnitude on hit. | ||
===Improvised Checks=== | ===Improvised Checks=== | ||
When the character is checked against a circumstance in which they have no skills or abilities that benefit them, they will do so as an Improvised Roll, improvised rolls are usually <code>'''d12 + the relevant attribute’s modifier or die'''</code> for the situation. | When the character is checked against a circumstance in which they have no skills or abilities that benefit them, they will do so as an Improvised Roll, improvised rolls are usually <code>'''d12 + the relevant attribute’s modifier or die'''</code> for the situation. | ||
Starting at +1 and up to +5, an Attribute gains an Attribute die, which can be used for improvised checks, or enhanced attribute bonuses (when relevant). In order, the dice are d4, d6, d8, d10 and d12. When rolling an improvised check, the character can roll the die and add it to their result, however if the die rolls lower than the character’s modifier, use the modifier instead. Thus a d12 can’t roll lower than 5. | Starting at +1 and up to +5, an Attribute gains an Attribute die, which can be used for improvised checks, or enhanced attribute bonuses (when relevant). In order, the dice are d4, d6, d8, d10 and d12. When rolling an improvised check, the character can roll the die and add it to their result, however if the die rolls lower than the character’s modifier, use the modifier instead. Thus a d12 can’t roll lower than 5. | ||
For Attributes of +6 and higher, the attribute die remains the same but the remainder is added as a bonus. As such, an attribute of 10 will give a bonus of d12/5+5 (6 to 17). | For Attributes of +6 and higher, the attribute die remains the same but the remainder is added as a bonus. As such, an attribute of 10 will give a bonus of d12/5+5 (6 to 17). | ||
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==Core Values== | ==Core Values== | ||
<code>'''<big>Body</big>'''</code> is the core value that helps protects against physiological conditions and harm, like a tolerance for pain and disease. Body directly contributes towards a character's '''Max HP''' and '''Deflection'''. | <code>'''<big>Body</big>'''</code> is the core value that helps protects against physiological conditions and harm, like a tolerance for pain and disease. Body directly contributes towards a character's '''Max HP''' and '''Deflection'''. | ||
'''<big><code>Reflex</code></big>''' is the core value that helps protect and mitigate circumstances such as area effects and falling damage. Reflex improves a character's '''Evasion''', and can reduce the amount of damage taken from falls. | '''<big><code>Reflex</code></big>''' is the core value that helps protect and mitigate circumstances such as area effects and falling damage. Reflex improves a character's '''Evasion''', and can reduce the amount of damage taken from falls. | ||
'''<big><code>Mind</code></big>''' is the core value that helps protect against psychological conditions and issues, like a tolerance for Mind-control or Fear. Mind can affect the character's maximum [[Meta Point|Meta Points]]. | '''<big><code>Mind</code></big>''' is the core value that helps protect against psychological conditions and issues, like a tolerance for Mind-control or Fear. Mind can affect the character's maximum [[Meta Point|Meta Points]]. | ||
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♦ Body multiplied by half their HPLV, which is 30. | ♦ Body multiplied by half their HPLV, which is 30. | ||
♦ Total HP: 36 | ♦ Total HP: 36 | ||
Each time a character levels up, and every time their Body value increases, they gain half of their HPLV in MaxHP. | Each time a character levels up, and every time their Body value increases, they gain half of their HPLV in MaxHP. | ||
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♦ 10 Mind | ♦ 10 Mind | ||
Will have a base of 30 MP. | Will have a base of 30 MP. | ||
Each time a character levels up, they gain an amount of MP equal to their MPLV parameter in Max MP. | Each time a character levels up, they gain an amount of MP equal to their MPLV parameter in Max MP. | ||
===Evasion & Deflection=== | ===Evasion & Deflection=== | ||
'''Evasion''' and '''Deflection''' are stats used in combat scenarios. If the user as a Target Number (TN) for attackers, if their ToHit does not meet the necessary value to bypass either, the character will have evaded their attack. | '''Evasion''' and '''Deflection''' are stats used in combat scenarios. If the user as a Target Number (TN) for attackers, if their ToHit does not meet the necessary value to bypass either, the character will have evaded their attack. | ||
'''<big>Evasion</big>''' is determined by the user's Reflex value. Evasion can't go lower than 10 unless otherwise specified. | '''<big>Evasion</big>''' is determined by the user's Reflex value. Evasion can't go lower than 10 unless otherwise specified. | ||
'''<big>Deflection</big>''' is determined by the user's Body value. Deflection can't go lower than the user's Evasion/Reflex. | '''<big>Deflection</big>''' is determined by the user's Body value. Deflection can't go lower than the user's Evasion/Reflex. | ||
</div> | </div> | ||
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Revision as of 12:15, 1 October 2024
There are 6 Attributes (Strength, Endurance, Agility, Perception, Intellect, Charisma) that can be added to various checks, these Attributes contribute towards 3 Core Values (Body, Reflex, Mind) which govern a number of other stats including Health-Points (HP), Meta-Points (MP), Deflection and Evasion. OverviewYour character has six primary attributes which can be called upon for Skill checks, as well as affect other values important to their stats. Whenever a character needs to do a check which they have no Metaphor prepared for it, they may add a bonus based on their Attribute dice to aid in the check’s success. This is known an an
AttributesAttributes increase a Core value by one (1). Core value in parentheses increases by 0.5. Only whole points count for Cores:
Attribute BonusMost skill and combat 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 may only be used in a check when called upon with an Action, such as Setup(Attribute). The value of the Attribute die can then be used to provide a bonus of the user’s choice, either as extra Tohit, additional damage or to inflict an appropriate amount of Status magnitude on hit. Improvised ChecksWhen the character is checked against a circumstance in which they have no skills or abilities that benefit them, they will do so as an Improvised Roll, improvised rolls are usually
Attribute LimitsExcept during the Creation phase, a character’s attributes can’t be raised higher than their current Character Level. This is known as the Attribute Limit. Once a character has leveled high enough, they can begin raising any of their attributes up to their current level. Core Values
Stats affected by Attributes and Core ValuesHealth Points (HP)Maximum health (HP) is based on the character's current level, Body core and a multiplier known as HPLV, HPLV is at default set to 6, then every time level or Body increases, it goes up by half (3). So a character with HPLV of 6, with a Body of 10 will have: ♦ 6 starting HP before anything else. ♦ Body multiplied by half their HPLV, which is 30. ♦ Total HP: 36 Each time a character levels up, and every time their Body value increases, they gain half of their HPLV in MaxHP. Meta-Points (MP)Meta-Points (MP) are based on the character's MPLV multiplied by the lowest value between all Core Values (Body, Reflex, Mind). So a character with an MPLV of 3, ♦ 11 Body, ♦ 10 Reflex, and ♦ 10 Mind Will have a base of 30 MP. Each time a character levels up, they gain an amount of MP equal to their MPLV parameter in Max MP. Evasion & DeflectionEvasion and Deflection are stats used in combat scenarios. If the user as a Target Number (TN) for attackers, if their ToHit does not meet the necessary value to bypass either, the character will have evaded their attack. Evasion is determined by the user's Reflex value. Evasion can't go lower than 10 unless otherwise specified. Deflection is determined by the user's Body value. Deflection can't go lower than the user's Evasion/Reflex. |