attributes
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| attributes [2020/08/29 16:58] – [Personality] dungeonmaster | attributes [2020/09/02 05:24] (current) – dungeonmaster | ||
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| + | [[start|Dice Mob Home]] > [[dice_mob_rules|Dice Mob Rules]] | ||
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| ====== Attributes ====== | ====== Attributes ====== | ||
| - | When it comes to adventuring, | + | When it comes to adventuring, |
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| + | Attributes are a way to group a character' | ||
| The best way to talk about the ten attributes is to take each of them one at a time and describe what they can do by themselves, but it should be mentioned that they are also important when it comes to Knowledge that requires minimums in certain attributes to perform correctly. | The best way to talk about the ten attributes is to take each of them one at a time and describe what they can do by themselves, but it should be mentioned that they are also important when it comes to Knowledge that requires minimums in certain attributes to perform correctly. | ||
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| Creatures with high insight are more able to realize if they are being emotionally manipulated by another creature. Every 4 points of Insight increases Emotional Defense by 1. | Creatures with high insight are more able to realize if they are being emotionally manipulated by another creature. Every 4 points of Insight increases Emotional Defense by 1. | ||
| - | ===== Intimidation | + | ===== Intelligence |
| - | + | Intelligence | |
| - | Intimidation | + | |
| - | + | ||
| - | ==== Intimidation Attacks ==== | + | |
| - | Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, | + | |
| - | + | ||
| - | When used to cause Fear, an intimidation attack can prevent an attacker from attacking if they fail their Emotion Defense roll, instead running or cowering in fear for two rounds or fighting tentatively with a two dice disadvantage on all attack rolls, whichever the taunter prefers. Likewise, when used to provoke Anger, a creature failing their Win-Loss check must attack the Intimidating creature, whether or not it makes logical sense to do so. | + | |
| - | + | ||
| - | Intimidation Attacks generally affect all enemy creatures who can see or hear the Intimidator, | + | |
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| - | ==== Pep Talks ==== | + | |
| - | Although it may seem strange, but because Fear, Bravery, and Anger are all in the same family of emotions, intimidation is also used to stoke up the bravery of a group before battle, to give them a pep-talk, so to speak--to build up their morale. | + | |
| - | + | ||
| - | Pep Talks generally can only be done twice per day to the same group of allies and never two battles in a row. | + | |
| - | + | ||
| - | On four dice of success on a skill check, a pep-talk before battle does one of the following: reduces all damage taken by attacks by one, increases all attack dice by one, or increases Emotional Defense by two until the battle is over or until the character so emboldened fails an Emotional Defense check. Each additional four dice of success allows the pep-talker to pick an additional advantage from the three listed above (or the same one, if they prefer). | + | |
| + | ==== Applying Knowledge ==== | ||
| + | Creatures with a high intelligence are better able to use their knowledge to advance certain disciplines. Every 4 points of Intelligence increases dice towards Academic, Arcane, or Psionic Skill Checks and Attacks by one die. | ||
| + | ==== Shielding the Mind ==== | ||
| + | Creatures with high intelligence are better able to shield their minds from logical manipulation by others. Every 4 points of Intelligence increases Cognitive Defense by 1. | ||
| ===== Perception ===== | ===== Perception ===== | ||
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| Although Perception generally governs environmental factors, a highly perceptive individual has trained their mind to be ready for anything thrown at it. Every 4 points of Perception increases Cognitive Defense by 1. | Although Perception generally governs environmental factors, a highly perceptive individual has trained their mind to be ready for anything thrown at it. Every 4 points of Perception increases Cognitive Defense by 1. | ||
| - | ===== Personality | + | ===== Persuasion |
| - | Personality | + | Persuasion |
| - | ==== Personality Attack | + | ==== Charm ==== |
| - | Like Intimidation, | + | " |
| - | It's up to the GM's discretion but happier or sadder individuals might choose to give up an attack or even side with the creature | + | In battle, charm can prevent |
| - | ==== Knowning Oneself | + | ==== Intimidation |
| - | Creature' | + | Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, |
| - | ===== Persuasion ===== | + | When used to cause fear, intimidation can prevent an attacker from attacking if they fail their Emotion Defense roll, instead running or cowering in fear for two rounds or fighting tentatively with a two dice disadvantage on all attack rolls, whichever the taunter prefers. Likewise, when used to provoke anger, a creature failing their Win-Loss check must attack the Intimidating creature, whether or not it makes logical sense to do so. |
| - | Persuasion describes a character' | + | Intimidation generally affects all enemy creatures who can see or hear the Intimidator, so all of them would have to make the Win-Loss defense roll, though potentially one creature |
| - | A shopkeeper could be persuaded to part with something at a lower price. A troll under a bridge could be persuaded to allow the party to pass unharmed. | + | ==== Morale ==== |
| + | Given time for preparation, | ||
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| + | On four dice of success on a skill check, a pep-talk before battle does one of the following: reduces all damage taken by attacks by one, increases all attack dice by one, or increases Emotional Defense by two until the battle is over or until the character so emboldened fails an Emotional Defense check. Each additional four dice of success allows the pep-talker | ||
| - | In battle, a Persuasion attack can prevent an attacker from attacking if they fail their Emotion Defense roll. They cannot attack them until they successfully defend against the attack. Any character who is attacked again and fails again becomes " | ||
| ===== Speed ===== | ===== Speed ===== | ||
| - | Speed describes how quick a character | + | Speed describes how quick a character |
| - | Speed itself | + | ==== Increased Reaction ==== |
| + | Speed itself | ||
| - | Every four dice of Speed grants a character an additional die for their Initiative rolls. | + | Also every four dice of Speed grants a character an additional die on their Initiative rolls. |
| - | Although Speed is different from Movement Speed, there is a correlation between | + | ==== Moving Quickly ==== |
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| + | Although | ||
| ===== Stamina ===== | ===== Stamina ===== | ||
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| Stamina describes the overall health and endurance ability of a character. Holding one's breath, running for long distances without having to rest, hiking up a mountain, crossing a wilderness, and increased ability in fighting off an infection, poison, and the elements. | Stamina describes the overall health and endurance ability of a character. Holding one's breath, running for long distances without having to rest, hiking up a mountain, crossing a wilderness, and increased ability in fighting off an infection, poison, and the elements. | ||
| - | Every four dice of Stamina increases the total Hit Points of a character by one die, | + | ==== Taking a Hit ==== |
| + | Although hit points are mostly affected by size, there is some correlation between hit points and health as well. Every four dice of Stamina increases the total Hit Points of a character by one die, | ||
| - | Every four dice of Stamina also increases Poison/ | + | ==== Elemental Resistance ==== |
| + | Increased health and endurance has improved the body's resistance against elemental effects. | ||
| ===== Stealth ===== | ===== Stealth ===== | ||
| - | Stealth is the attribute for moving without being seen or heard. Moving silently, hiding in shadows, camouflaging into the environment, | + | Stealth is the attribute for moving without being seen or heard. |
| + | |||
| + | Moving silently, hiding in shadows, pickpocketing, camouflaging into the environment, | ||
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| + | ==== Sneak Attack ==== | ||
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| + | If a character is attacking from an undetected location, such as during a prepared ambush, the character adds their Stealth dice to the first attack from that location. | ||
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| + | ==== Hinderances to Moving Stealthily ==== | ||
| Stealth can be hindered by metal armor or generally anything else that makes a lot of noise as well as bright colors or anything else that might draw attention to a character rather than allow them to blend into the background. Generally these penalties are two dice or four dice or, if severe enough, the GM could choose to just make them fail without a skill check. | Stealth can be hindered by metal armor or generally anything else that makes a lot of noise as well as bright colors or anything else that might draw attention to a character rather than allow them to blend into the background. Generally these penalties are two dice or four dice or, if severe enough, the GM could choose to just make them fail without a skill check. | ||
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| Strength describes the overall arm strength and leg strength of a character. Strength skill checks could be used in bending bars, pulling themselves or allies up a ledge, or holding up a portcullis to allow allies to escape. Strength attacks could be used to arm wrestle an opponent in order to win the betting pool or in pinning an enemy to the floor. Strength also aids a character in more mundane functions like wearing heavy armor and carrying heavy equipment, especially when it comes to what functions can be properly done while wearing such. | Strength describes the overall arm strength and leg strength of a character. Strength skill checks could be used in bending bars, pulling themselves or allies up a ledge, or holding up a portcullis to allow allies to escape. Strength attacks could be used to arm wrestle an opponent in order to win the betting pool or in pinning an enemy to the floor. Strength also aids a character in more mundane functions like wearing heavy armor and carrying heavy equipment, especially when it comes to what functions can be properly done while wearing such. | ||
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| + | ==== Hitting Hard ==== | ||
| In addition to skill checks, strength also grants a character a dice advantage with melee and pole-arm weapons. For every four dice of Strength, a character gets an additional die added to their melee weapon and pole-arm attacks. | In addition to skill checks, strength also grants a character a dice advantage with melee and pole-arm weapons. For every four dice of Strength, a character gets an additional die added to their melee weapon and pole-arm attacks. | ||
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attributes.1598720331.txt.gz · Last modified: by dungeonmaster
