Non-Trainable Characteristics

Health

  • Values:
    • Full
    • High
    • Low
    • Death's door
    • Dead
  • Can be used to stay conscious when you have no more Energy if you succeed in a Constitution test
  • Health above Death's door can only go down to Death's door in one roll (i.e., a character cannot get one-shot if their health is above Death's door)
  • You regain Health by sleeping or with natural or magical healing

Energy

  • Values:
    • Full
    • High
    • Low
    • Exhausted
    • Unconscious
  • When you should reach Unconscious from Exhausted, you can remain conscious by succeeding in a Constitution; you will then use your Health to keep acting
  • You regain Energy while eating and sleeping. Your body will prefer to rebuild your Health over your Energy.
  • A whole night's sleep (5 quarters = 8h) with a full stomach should allow you to go back to Full Energy

Luck

  • D100 throw to determine if Fate is rooting for you today
  • Value bounded by 25% and 75%. “Even if Fate can be discussed with, æ cannot be tamed.”
  • Can be used to improve the quality of a test by one rank and only one rank (one luck point = one rank)
  • Aeonic boons can increase luck
  • Aeonic curses can decrease luck

Moral

  • Ability of the character to withstand hardships
  • Moving toward your long-term goal and following your life philosophy grants your Moral
  • Moving away from your long-term goal and going against your life philosophy reduces your Moral

Trainable Characteristics

Strength

  1. Basic statistics for all the physical strength-related tests
  2. +1/3 Attack

Agility

  • Basic statistics for all the physical agility-related tests, for getting out of a fight and stealth.
  • +1/3 Attack/Defense

Perception

  • Basic statistics for all the senses-related tests, foraging and detection
  • +1/3 Attack/Defense

Will

  • Capacity to influence others and to resist the influence of others.
  • It is not only the appearance but also the way you comport yourself and you will power.
  • It can be used to intimidate, seduce, negotiate…
  • Negotiation test = Will vs Will
    • Total Failure: ask you to leave and/or call for guards
    • Bad: buy 5/4 - sell 1/3
    • Blah: buy 1 - sell 1/2
    • Not bad: buy 11/12 - sell 3/5
    • Good: buy 5/6 - sell 2/3
    • Excellent: buy 4/5 - sell 4/5

Focus

  • Capacity to focus the mind
  • For your Second-Life, it is not the strength of the capacity but your ability to do what you want with it and how much Energy you use.

Constitution

  • +1/3 Defense
  • Determine the character ability to save Energy when performing exhausting actions
  • A Constitution test is required when you should become Unconscious to remain conscious using your own Health to fuel yourself
  • 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = Full Energy

Trainable Skills and Masteries

Attack (see RPG Combat Rules)

Defense (see RPG Combat Rules)

Second-Life mastery represents the extents of your second-life abilities (see Double-Life)

Competence test

You subtract a dice throw from the corresponding characteristics (a high characteristic and a low dice throw are good). You then add the difficulty modifier (easy -5, normal 0, difficult +5), and the qualitative result is given by:

  1. Total Failure: < -10
  2. Bad: -10 … -6
  3. Blah: -5 … -1
  4. Not bad: 0 … 4
  5. Good: 5 … 9
  6. Excellent: >9

The test can have an advantage (or disadvantage), in which case you throw twice and take the best (or worst) roll.

Leveling

Each character starts with base characteristics that represent the genetic biases. Through their life, the character will earn experience which will increase their characteristics. The xp cost increases with each bonus point of characteristics: 1 xp for +1, then 2 more xp for replacing +1 by +2, then 3 more xp for replacing +2 by +3, … This follows the formula:

characteristic bonus = Int((Sqrt(1 + 8*xp)-1)/2).

For example, a troll with 10 base strength and 6 points of xp in strength will have a strength of 13, while a gnome with base strength 3 and 6 points of xp will get a strength of 6.

The player will create a character that already has some experiences, which means that during character creation, some xp points will be given to the player to distribute at will.

  • start/rpg/characteristics2.txt
  • Last modified: 2025/03/19 15:06
  • by aretis