start:rpg:characteristics

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start:rpg:characteristics [2021/04/12 17:57]
aretis [Combat Skill]
start:rpg:characteristics [2025/03/11 13:58] (current)
aretis
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-====== ​Not trainable characteristics ​======+====== ​Non-Trainable Characteristics ​======
  
 <color green>​**Health**</​color>​ <color green>​**Health**</​color>​
   * You reach 0 and you die   * You reach 0 and you die
-  * Can be used to keep conscious when you have no more Energy if you succeed a Stamina test+  * Can be used to keep conscious when you have no more Energy if you succeed ​in a Stamina test
   * You regain <color green>​Health</​color>​ by sleeping or with natural or magical healing ​   * You regain <color green>​Health</​color>​ by sleeping or with natural or magical healing ​
  
 <color #​fee600>​**Energy**</​color>​ <color #​fee600>​**Energy**</​color>​
-  * When you reach 0 you can continue to be conscious only by succeeding a Stamina test, you will then use your <color green>​Health</​color>​ (2 for 1) to keep acting+  * When you reach 0 you can continue to be conscious only by succeeding ​in a Stamina test, you will then use your <color green>​Health</​color>​ (2 for 1) to keep acting
   * Every action consumes <color #​fee600>​Energy</​color>,​ for the same effect, the use of Double-Living capacity consumes more <color #​fee600>​Energy</​color>​   * Every action consumes <color #​fee600>​Energy</​color>,​ for the same effect, the use of Double-Living capacity consumes more <color #​fee600>​Energy</​color>​
-  * You regain <color #​fee600>​Energy</​color>​ while eating and sleeping, never exceeding the Stamina capacity. Your body will prefer rebuild your <color green>​Health</​color>​ before your <color #​fee600>​Energy</​color>​. +  * You regain <color #​fee600>​Energy</​color>​ while eating and sleeping, never exceeding the Stamina capacity. Your body will prefer ​to rebuild your <color green>​Health</​color>​ before your <color #​fee600>​Energy</​color>​. 
-  * A full night (8h) with a full stomach ​allow you to regain your Stamina ​as ½<color green>​Health</​color>/<​color #​fee600>​Energy</​color>​+  * A full night (8h) with a full stomach ​allows ​you to regain ​a value equal to 5 plus your <color #​990000>​**Stamina**</​color>​ with a ratio of 2:1 in <color green>​Health</​color> ​first and then 1:1 in <color #​fee600>​Energy<​/color> 
 + 
 +Poise: 
 +  * Capacity to stay on their feet on the battlefield  
 +  * (<color #​a64d79>​Strength</​color>​+<​color #​3d85c6>​Agility</​color>​)/​4 
 + 
 +Weight:  
 +  * Sum of all the things you carry (weapons, armor, stuff... ) 
 +  * If your weight exceed your <color #​a64d79>​Strength</​color>​ you suffer an <color #​fee600>​Energy</​color> ​penalty 
 +  * The difference between your <color #​a64d79>​Strength</​color>​ and your weight represent potential bonus damage for contact weapons (**halved for one hand weapons**)
  
 ---- ----
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   * It can be used to intimidate, seduce, negotiate...   * It can be used to intimidate, seduce, negotiate...
   * Negotiation test = <color #​6aa84f>​Will</​color>​ vs <color #​6aa84f>​Will</​color>​   * Negotiation test = <color #​6aa84f>​Will</​color>​ vs <color #​6aa84f>​Will</​color>​
-    * <color #ff0000>Zero</​color>:​ ask you to leave and/or call the guard +    * <color #cc0000>Total Failure</​color>:​ ask you to leave and/or call the guard 
     * <color #​cc0000>​Bad</​color>:​ buy 5/4 - sell 1/3     * <color #​cc0000>​Bad</​color>:​ buy 5/4 - sell 1/3
-    * <color #e69138>​Blah</​color>:​ buy 1 - sell 1/2+    * <color #f1c232>​Blah</​color>:​ buy 1 - sell 1/2
     * <color #​f1c232>​Not bad</​color>:​ buy 11/12 - sell 3/5     * <color #​f1c232>​Not bad</​color>:​ buy 11/12 - sell 3/5
     * <color #​6aa84f>​Good</​color>:​ buy 5/6 - sell 2/3     * <color #​6aa84f>​Good</​color>:​ buy 5/6 - sell 2/3
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   * A <color #​990000>​Stamina</​color>​ test is required when you reach 0 <color #​fee600>​Energy</​color>​ to keep being conscious using you own Health to fuel yourself   * A <color #​990000>​Stamina</​color>​ test is required when you reach 0 <color #​fee600>​Energy</​color>​ to keep being conscious using you own Health to fuel yourself
   * 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = max <color #​fee600>​Energy</​color>​   * 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = max <color #​fee600>​Energy</​color>​
 +  * Capacity to resist physical and psychological damage (equivalent of Constitution save) 
  
 ---- ----
-====== Trainable Skills ======+====== Trainable Skills ​and masteries ​======
   * **Combat Skill** (cs) represents your ability to fight and is used for <color #​ff0000ff>​Attack</​color>​ or <color #​0000ff>​Defense</​color>,​ it's the mean of <color #​3d85c6>​Agility</​color>​ and <color #​ff9900>​Perception</​color>​. (see [[start:​rpg:​combat|RPG Combat Rules]])   * **Combat Skill** (cs) represents your ability to fight and is used for <color #​ff0000ff>​Attack</​color>​ or <color #​0000ff>​Defense</​color>,​ it's the mean of <color #​3d85c6>​Agility</​color>​ and <color #​ff9900>​Perception</​color>​. (see [[start:​rpg:​combat|RPG Combat Rules]])
   * **Weapon mastery** represents your ability to fight with a specific type of weapon (see [[start:​rpg:​items_services:​weapons|Weapons]]) ​   * **Weapon mastery** represents your ability to fight with a specific type of weapon (see [[start:​rpg:​items_services:​weapons|Weapons]]) ​
   * **Second-Life mastery** represents your capacities and mastery of your second-life (see [[start:​rpg:​double_life|Double-Life]])   * **Second-Life mastery** represents your capacities and mastery of your second-life (see [[start:​rpg:​double_life|Double-Life]])
-===== Weapon Mastery ===== 
-===== Second-Life Mastery ===== 
  
 ====== Competence test ====== ====== 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: +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: 
-  - <color #cc0000>Zero</​color>:​ < -10+  - <color #cc0000>Total Failure</​color>:​ < -10
   - <color #​e69138>​Bad</​color>:​ -10 ... -6   - <color #​e69138>​Bad</​color>:​ -10 ... -6
   - <color #​f1c232>​Blah</​color>:​ -5 ... -1   - <color #​f1c232>​Blah</​color>:​ -5 ... -1
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   - <color #​6aa84f>​Good</​color>:​ 5 ... 9   - <color #​6aa84f>​Good</​color>:​ 5 ... 9
   - <color #​38761d>​Excellent</​color>:​ >9   - <color #​38761d>​Excellent</​color>:​ >9
 +
 +The test can be with advantage (or disadvantage),​ in wich case, you throw twice and take the best (or worst) roll.
 +====== Leveling ======
 +Each character start with base characteristics which represent the genetic biases. Through their life the character will earn experience which will increase their characteristics. The xp cost increase 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 formula:
 +<WRAP round notice> characteristic bonus = Int((Sqrt(1 + 8*xp)-1)/​2). </​WRAP> ​
 +
 +<WRAP info> For example a troll with 10 base strength and 6 point 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. </​WRAP> ​
 +
 +The player will create a character which 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/characteristics.1618243043.txt.gz
  • Last modified: 2021/04/12 17:57
  • by aretis