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start:rpg:characteristics2 [2025/03/14 11:36] aretis [Trainable Skills and masteries] |
start:rpg:characteristics2 [2025/03/19 15:06] (current) aretis [Trainable Skills and Masteries] |
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====== Non-Trainable Characteristics ====== | ====== Non-Trainable Characteristics ====== | ||
- | |||
- | ===== Health ===== | ||
<color green>**Health**</color> | <color green>**Health**</color> | ||
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* <color green>**Health**</color> 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) | * <color green>**Health**</color> 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 <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 | ||
- | |||
- | ===== Energy ===== | ||
<color #fee600>**Energy**</color> | <color #fee600>**Energy**</color> | ||
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* A whole night's sleep (5 quarters = 8h) with a full stomach should allow you to go back to Full <color #fee600>**Energy**</color> | * A whole night's sleep (5 quarters = 8h) with a full stomach should allow you to go back to Full <color #fee600>**Energy**</color> | ||
- | ===== Luck ===== | + | <color #7cc0fc>**Luck**</color> |
* D100 throw to determine if Fate is rooting for you today | * D100 throw to determine if Fate is rooting for you today | ||
- | * Can be used to improve the quality of a test by one rank | + | * 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 boons can increase luck | ||
* Aeonic curses can decrease luck | * Aeonic curses can decrease luck | ||
- | ===== Moral ===== | + | <color #eb6da4>**Moral**</color> |
* Ability of the character to withstand hardships | * Ability of the character to withstand hardships | ||
+ | * Moving toward your long-term goal and following your life philosophy grants your <color #eb6da4>**Moral**</color> | ||
+ | * Moving away from your long-term goal and going against your life philosophy reduces your <color #eb6da4>**Moral**</color> | ||
---- | ---- | ||
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<color #a64d79>**Strength**</color> | <color #a64d79>**Strength**</color> | ||
- Basic statistics for all the physical strength-related tests | - Basic statistics for all the physical strength-related tests | ||
- | - +2 damage resistance | + | - +1/3 <color #ff0000ff>**Attack**</color> |
- | - You need a certain amount of <color #a64d79>Strength</color> to use a weapon: too little, and you cannot use it correctly; too much, and you may break it | + | |
<color #3d85c6>**Agility**</color> | <color #3d85c6>**Agility**</color> | ||
* Basic statistics for all the physical agility-related tests, for getting out of a fight and stealth. | * Basic statistics for all the physical agility-related tests, for getting out of a fight and stealth. | ||
- | * +1/2 Combat Skill | + | * +1/3 <color #ff0000ff>**Attack**</color>/<color #0000ff>**Defense**</color> |
<color #ff9900>**Perception**</color> | <color #ff9900>**Perception**</color> | ||
* Basic statistics for all the senses-related tests, foraging and detection | * Basic statistics for all the senses-related tests, foraging and detection | ||
- | * +1/2 Combat Skill | + | * +1/3 <color #ff0000ff>**Attack**</color>/<color #0000ff>**Defense**</color> |
<color #6aa84f>**Will**</color> | <color #6aa84f>**Will**</color> | ||
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<color #595959>**Focus**</color> | <color #595959>**Focus**</color> | ||
- | * Capacity to focus the mind to control your Second-Life capacity. | + | * Capacity to focus the mind |
- | * It is not the strength of the capacity but your ability to do what you want with it. | + | * 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 <color #fee600>**Energy**</color> you use. |
<color #990000>**Constitution**</color> | <color #990000>**Constitution**</color> | ||
- | * +1/2 Passive defense | + | * +1/3 <color #0000ff>**Defense**</color> |
* Determine the character ability to save <color #fee600>**Energy**</color> when performing exhausting actions | * Determine the character ability to save <color #fee600>**Energy**</color> when performing exhausting actions | ||
* A <color #990000>Constitution</color> test is required when you should become Unconscious to remain conscious using your own Health to fuel yourself | * A <color #990000>Constitution</color> test is required when you should become Unconscious to remain conscious using your own Health to fuel yourself | ||
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---- | ---- | ||
- | ====== Trainable Skills and masteries ====== | + | ====== 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>. (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]]) | + | <color #ff0000ff>**Attack**</color> (see [[start:rpg:combat2|RPG Combat Rules]]) |
- | * **Second-Life mastery** represents your capacities and mastery of your second-life (see [[start:rpg:double_life|Double-Life]]) | + | * Combination of <color #a64d79>**Strength**</color>, <color #3d85c6>**Agility**</color>, and <color #ff9900>**Perception**</color> depending on the weapon used (see [[start:rpg:items_services:weapons2|Weapons mastery]]) |
+ | * + [[start:rpg:items_services:weapons2|Weapons mastery]] modifier | ||
+ | * + Weapon damage die (see [[start:rpg:items_services:weapons2|Weapons mastery]]) | ||
+ | |||
+ | <color #0000ff>**Defense**</color> (see [[start:rpg:combat2|RPG Combat Rules]]) | ||
+ | * combination of <color #3d85c6>**Agility**</color>, <color #ff9900>**Perception**</color>, and <color #990000>**Constitution**</color> depending on the weapon used (see [[start:rpg:items_services:weapons2|Weapons mastery]]) | ||
+ | * + [[start:rpg:items_services:weapons2|Weapons mastery]] modifier | ||
+ | * + [[start:rpg:items_services:armors2|Armor]] protection die | ||
+ | |||
+ | **Second-Life mastery** represents the extents of your second-life abilities (see [[start:rpg:double_life2|Double-Life]]) | ||
====== Competence test ====== | ====== Competence test ====== | ||
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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. | + | The test can have an advantage (or disadvantage), in which 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 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 formula: | + | This follows the formula: |
<WRAP round notice> characteristic bonus = Int((Sqrt(1 + 8*xp)-1)/2). </WRAP> | <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> | + | <WRAP info> 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. </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. | + | 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. |