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start:rpg:characteristics [2024/06/27 17:54] aretis [Non-Trainable Characteristics] |
start:rpg:characteristics [2025/03/11 13:58] (current) aretis |
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- | ²====== Non-Trainable Characteristics ====== | + | ====== Non-Trainable Characteristics ====== |
<color green>**Health**</color> | <color green>**Health**</color> | ||
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====== 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>Total Failure</color>: < -10 | - <color #cc0000>Total Failure</color>: < -10 | ||
- <color #e69138>Bad</color>: -10 ... -6 | - <color #e69138>Bad</color>: -10 ... -6 | ||
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- <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 ====== | ====== 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, ... | 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, ... |