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Ask your administrator if you think this is wrong. ====== Non-Trainable Characteristics ====== <color green>**Health**</color> * Values: * Full * High * Low * Death's door * Dead * Can be used to stay conscious when you have no more <color #fee600>**Energy**</color> if you succeed in a <color #990000>**Constitution**</color> test * <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 <color #fee600>**Energy**</color> * Values: * Full * High * Low * Exhausted * Unconscious * When you should reach Unconscious from Exhausted, you can remain conscious by succeeding in a <color #990000>**Constitution**</color>; you will then use your <color green>Health</color> to keep acting * You regain <color #fee600>Energy</color> while eating and sleeping. Your body will prefer to rebuild your <color green>Health</color> over your <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 #7cc0fc>**Luck**</color> * D100 throw to determine if Fate is rooting for you today * 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 curses can decrease luck <color #eb6da4>**Moral**</color> * 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> ---- ====== Trainable Characteristics ====== <color #a64d79>**Strength**</color> - Basic statistics for all the physical strength-related tests - +1/3 <color #ff0000ff>**Attack**</color> <color #3d85c6>**Agility**</color> * Basic statistics for all the physical agility-related tests, for getting out of a fight and stealth. * +1/3 <color #ff0000ff>**Attack**</color>/<color #0000ff>**Defense**</color> <color #ff9900>**Perception**</color> * Basic statistics for all the senses-related tests, foraging and detection * +1/3 <color #ff0000ff>**Attack**</color>/<color #0000ff>**Defense**</color> <color #6aa84f>**Will**</color> * Capacity to influence others and to resist the influence of others. * It is not only the appearance but also the way you comport yourself and you will power. * It can be used to intimidate, seduce, negotiate... * Negotiation test = <color #6aa84f>Will</color> vs <color #6aa84f>Will</color> * <color #cc0000>Total Failure</color>: ask you to leave and/or call for guards * <color #cc0000>Bad</color>: buy 5/4 - sell 1/3 * <color #f1c232>Blah</color>: buy 1 - sell 1/2 * <color #f1c232>Not bad</color>: buy 11/12 - sell 3/5 * <color #6aa84f>Good</color>: buy 5/6 - sell 2/3 * <color #38761d>Excellent</color>: buy 4/5 - sell 4/5 <color #595959>**Focus**</color> * Capacity to focus the mind * 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> * +1/3 <color #0000ff>**Defense**</color> * 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 * 8h sleep + good meal (1/2 meal for Gnome and 2 meals for Troll) = Full <color #fee600>Energy</color> ---- ====== Trainable Skills and Masteries ====== <color #ff0000ff>**Attack**</color> (see [[start:rpg:combat2|RPG Combat Rules]]) * 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 ====== 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 #e69138>Bad</color>: -10 ... -6 - <color #f1c232>Blah</color>: -5 ... -1 - <color #adf03f>Not bad</color>: 0 ... 4 - <color #6aa84f>Good</color>: 5 ... 9 - <color #38761d>Excellent</color>: >9 The test can have an advantage (or disadvantage), in which case you throw twice and take the best (or worst) roll. ====== Leveling ====== 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 the 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 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 that 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/characteristics2.txt Last modified: 2025/03/19 15:06by aretis