start:rpg:characteristics2

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start:rpg:characteristics2 [2025/03/16 16:08]
aretis
start:rpg:characteristics2 [2025/03/19 15:06] (current)
aretis [Trainable Skills and Masteries]
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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>​
  
-<color #cfe2f3>​**Luck**</​color>​+<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
  
-<color #ead1dc>​**Moral**</​color>​+<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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-====== Trainable Skills and masteries ​======+====== Trainable Skills and Masteries ​======
  
 <color #​ff0000ff>​**Attack**</​color>​ (see [[start:​rpg:​combat2|RPG Combat Rules]]) <color #​ff0000ff>​**Attack**</​color>​ (see [[start:​rpg:​combat2|RPG Combat Rules]])
-  * Mean of <color #​a64d79>​**Strength**</​color>,​ <color #​3d85c6>​**Agility**</​color>,​ and <color #​ff9900>​**Perception**</​color>​ +  * 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]]) 
-  * + weapon ​mastery (see [[start:​rpg:​items_services:​weapons2|Weapons]]) ​+  * + [[start:​rpg:​items_services:​weapons2|Weapons ​mastery]] modifier 
 +  * + Weapon damage die (see [[start:​rpg:​items_services:​weapons2|Weapons ​mastery]])
  
-<color #​0000ff>​**Defense**</​color>​ +<color #​0000ff>​**Defense**</​color> ​(see [[start:​rpg:​combat2|RPG Combat Rules]]) 
-  * Mean of <color #​3d85c6>​**Agility**</​color>,​ <color #​ff9900>​**Perception**</​color>,​ and <color #​990000>​**Constitution**</​color>​ +  * 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]]) 
-  * + weapon ​mastery ​(see [[start:​rpg:​items_services:​weapons2|Weapons]])  +  * + [[start:​rpg:​items_services:​weapons2|Weapons mastery]] modifier 
-  * + armor bonus (see [[start:​rpg:​items_services:​armors2|Armors]]+  * + [[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]]) **Second-Life mastery** represents the extents of your second-life abilities (see [[start:​rpg:​double_life2|Double-Life]])
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