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attributes [2020/08/30 15:56] – dungeonmasterattributes [2020/09/02 05:24] (current) – dungeonmaster
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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 describes a character's ability to gain knowledge through study and apply that knowledge in real world situations. High intelligence is required for academia, arcane knowledge and psionics.
-Intimidation describes a character's ability to invoke Fear, Bravery, or Anger in allies or opponents. Because these are directed against another creature, intimidation checks are all rolled as attacks vs the creature's emotional defense. If the other creature desires the affect, they can choose to fail. +
- +
-==== Intimidation Attacks ==== +
-Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, or to provoke a creature to attack the taunter rather than a weaker member of the party. This intimidation attack is treated as a non-combat action against the creature or creatures' emotional defense. Based on what the character is trying to accomplish, the creature failing the attack is forced to attack the taunter, runs in fear for two rounds, or has a two dice penalty on attack rolls for the round. +
- +
-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, so all of them would have to make the Win-Loss defense roll, though potentially one creature could be singled-out if that is the Intimidator's intent. Per the GM's discretion, this could automatically fail if there is no way the defending creatures could understand the Intimidator. +
- +
-==== 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 describes a character's sense of self, including their self-esteem, their ability to perform in front of a group of people (e.g. singing, dancing, acting in a play, playing a musical instrument), and how they see themselves in their own minds including their look, the type of fashions they choose to wear, the type or quality of weapons and armor they choose to possess, etc.+Persuasion describes a character's ability to invoke emotion in allies or opponents. The emotions evoked could be happiness, sadness, anger, trust, mistrust, fear, or bravery. Persuasion is performed against a creature's Emotional Defense unless the creatures is willing, in which case it is performed as a Skill Check vs two dice (or more if the GM judges it to be difficult.) The emotions are varied, so there are also a variety of attacks acts can be performed to invoke/evoke/provoke those emotions. 
  
-==== Personality Attack ==== +==== Charm ==== 
-Like Intimidation, Personality can be directed toward other creatures, and, when done so, it can be used to invoke Happiness or Sadness in allies or opponents. When so used, it's considered an Win-Loss attack against a creature's Emotional Defense. Just like in making an Intimidation attack, a willing creature can choose to fail. If used in combat, it is treated as a non-combat action.+"Charm" spells would definitely be considered persuasive, but being charming does not necessarily require magic. Con artists and best friends both get others to trust them, sometimes because they have their best interests in mind, sometimes so they can swindle them. A shopkeeper could be persuaded to part with something at a lower price by a particularly charming individual. A troll under a bridge could be persuaded to allow the party to pass unharmed. 
  
-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 making the personality attack because of how they've made them feel. It's not so much a Trust/Mistrust or Charm factor as much as a factor of Content and Well Being. How close the Win-Loss defender was to succeeding might govern how effective the attack was.+In battle, charm can prevent an attacker from attacking the persuading creature or their party if the defender fails their Emotion Defense roll. And they cannot attack them until they successfully defend against the attack in a later round. Any creature who fails more more than four dice is considered charmed and fights on the side of the persuading creature until it falls unconscious or makes a successful defense in a later round. Persuasion attacks are generally made against a single creature (not a group) and cannot be performed against the same creature more than once in a given day.
  
-==== Knowning Oneself ==== +==== Intimidation ==== 
-Creature's with high personality are also very comfortable in their own skin and are better able to defend themselves against others with a high personality. Every 4 points of Personality increases Personal Defense by 1.+Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, or to provoke a creature to attack the taunter rather than a weaker member of the party. This intimidation attack is treated as a non-combat action against the creature or creatures' emotional defense. Based on what the character is trying to accomplish, the creature failing the attack is forced to attack the taunter, runs in fear for two rounds, or has a two dice penalty on attack rolls for the round.
  
-===== 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's ability to invoke Trust or Distrust in allies or opponents. Similar to Intimidation and Personality, Persuasion is performed against a creature's Emotional Defense and measures a character's ability to get a creature to trust them or, if desired, invoke mistrust. +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 could be singled-out if that is the Intimidator's intent. Per the GM's discretion, this act could automatically fail if there is no way the defending creatures could understand the intimidator or would in nowise be intimidated.
  
-==== Persuasion Attacks ==== +==== Morale ==== 
-"Charm" spells would definitely be considered persuasive, but persuasion attacks do no need to be magic. Con artists and best friends both get others to trust them, sometimes with good reason because they have their best interests in mind, sometimes so they can swindle them.+Given time for preparation, leaders can inspire bravery and success in their party before a battle. 
  
-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. +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). 
  
-In battle, a Persuasion attack can prevent an attacker from attacking the Persuading creature or their party if the defender fails their Emotion Defense roll. And they cannot attack them until they successfully defend against the attack in a later round. Any creature who fails more more than four dice is considered charmed and fights on the side of the Persuading creature until it falls unconscious or makes a successful defense in a later round. Persuasion attacks are generally made against a single creature (not a group) and cannot be performed against the same creature more than once in a given day. 
  
 ===== Speed ===== ===== Speed =====
  
-Speed describes how quick a character is on their feet or how quickly they can perform a given task, generally with some sense of accuracy (although accuracy is ultimately measured by the Dexterity attribute if high precision is required). There aren't generally many skill checks against Speed unless there is some call for determining if equally quick individuals might catch or outrun someone else.+Speed describes how quick a character can move their body from one position to another, generally with some sense of accuracy (although accuracy is ultimately measured by the Dexterity attribute if high precision is required). There aren't generally many skill checks against Speed. Speed is generally something that automatically affects an individual.
  
 ==== Increased Reaction ==== ==== Increased Reaction ====
-Speed itself may help with defensive skill checks which require speed, such as dodging using the Acrobatics skill. Each four dice of Speed grants the acrobat an additional dice for determination on whether the dodge was successful. +Speed itself may help with defensive skill checks which require speed, such as dodging as a defensive maneuver. Each four dice of Speed grants the acrobat an additional dice for determination on whether the dodge was successful. 
  
 Also every four dice of Speed grants a character an additional die on their Initiative rolls. Also every four dice of Speed grants a character an additional die on their Initiative rolls.
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 ==== Moving Quickly ==== ==== Moving Quickly ====
  
-Although Speed is different from Movement Speed, there is a correlation between the two. Movement speed is initially determined based on a character's race, but dice in the Speed attribute improve speed from its racial base. Every four dice of Speed increases a character's Movement Speed measurement in Running, Swimming, and Flying (assuming they can run, swim, or fly) by one tick (e.g. from S2 to S3 or from F3 to F4).+Although each character has a movement speed associated with their race, Speed is the factor that measures how fast a character is amongst members of the same race. Characters with a Speed of 10 are considered one higher movement speed (e.g. from Slow to Average or from Fast to Very Fast).
  
 ===== Stamina ===== ===== Stamina =====
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 ===== Stealth ===== ===== Stealth =====
  
-Stealth is the attribute for moving without being seen or heard. It is not generally very effective in combat situations except in certain situations, which might lead it to be overlooked often when a character is choosing to improve attributes, but it can be very effective in performing surveillance or avoiding fights that aren't necessary.+Stealth is the attribute for moving without being seen or heard. It is not generally very effective in combat situations, except under certain circumstances. That might lead it to be overlooked when a character is choosing to improve attributes, but it can be very effective in performing surveillance or avoiding fights that aren't necessary.
  
-Moving silently, hiding in shadows, pickpocketing, camouflaging into the environment, sneaking up on a victim, criminal, or deer, all require a simple skill check against Stealth. If a creature is actively searching for a character, the GM can choose to instead treat it as a Stealth attack vs the opposing creature's Perception in a Win-Loss roll. If not, a simple check is all that's required, even if there are creatures in the area.+Moving silently, hiding in shadows, pickpocketing, camouflaging into the environment, sneaking up on a victim, criminal, or deer, and ambushing prey are all activities of Stealth. If a creature is actively searching for a character, the GM can choose to instead treat it as a Stealth attack vs the opposing creature's Perception in a Win-Loss roll. If not, a simple check is all that's required, even if there are creatures in the area.
  
 ==== Sneak Attack ==== ==== Sneak Attack ====
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 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.
 +
  
  
  
attributes.1598803005.txt.gz · Last modified: by dungeonmaster