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| Both sides previous revision Previous revision Next revision | Previous revision | ||
| start:rpg:characteristics [2021/04/12 17:57] – [Weapon Mastery] aretis | start:rpg:characteristics [2025/11/23 13:08] (current) – external edit 127.0.0.1 | ||
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| - | ====== | + | ====== |
| <color green> | <color green> | ||
| * 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 |
| * You regain <color green> | * You regain <color green> | ||
| <color # | <color # | ||
| - | * When you reach 0 you can continue to be conscious only by succeeding a Stamina test, you will then use your <color green> | + | * When you reach 0 you can continue to be conscious only by succeeding |
| * Every action consumes <color # | * Every action consumes <color # | ||
| - | * You regain <color # | + | * You regain <color # |
| - | * A full night (8h) with a full stomach | + | * A full night (8h) with a full stomach |
| + | |||
| + | Poise: | ||
| + | * Capacity to stay on their feet on the battlefield | ||
| + | * (<color # | ||
| + | |||
| + | Weight: | ||
| + | * Sum of all the things you carry (weapons, armor, stuff... ) | ||
| + | * If your weight exceed your <color # | ||
| + | * The difference between your <color # | ||
| ---- | ---- | ||
| Line 37: | Line 46: | ||
| * It can be used to intimidate, seduce, negotiate... | * It can be used to intimidate, seduce, negotiate... | ||
| * Negotiation test = <color # | * Negotiation test = <color # | ||
| - | * <color #ff0000>Zero</ | + | * <color #cc0000>Total Failure</ |
| * <color # | * <color # | ||
| - | * <color #e69138> | + | * <color #f1c232> |
| * <color # | * <color # | ||
| * <color # | * <color # | ||
| Line 53: | Line 62: | ||
| * A <color # | * A <color # | ||
| * 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = max <color # | * 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = max <color # | ||
| + | * Capacity to resist physical and psychological damage (equivalent of Constitution save) | ||
| ---- | ---- | ||
| - | ====== Trainable Skills ====== | + | ====== Trainable Skills |
| * **Combat Skill** (cs) represents your ability to fight and is used for <color # | * **Combat Skill** (cs) represents your ability to fight and is used for <color # | ||
| * **Weapon mastery** represents your ability to fight with a specific type of weapon (see [[start: | * **Weapon mastery** represents your ability to fight with a specific type of weapon (see [[start: | ||
| Line 61: | Line 71: | ||
| ====== 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 #cc0000>Total Failure</ |
| - <color # | - <color # | ||
| - <color # | - <color # | ||
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| - <color # | - <color # | ||
| - <color # | - <color # | ||
| + | |||
| + | The test can be with advantage (or disadvantage), | ||
| + | ====== 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, | ||
| + | This follows formula: | ||
| + | <WRAP round notice> characteristic bonus = Int((Sqrt(1 + 8*xp)-1)/ | ||
| + | |||
| + | <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. </ | ||
| + | |||
| + | The player will create a character which already has some experiences, | ||