attributes
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| attributes [2020/08/31 17:14] – [Charm] dungeonmaster | attributes [2020/09/02 05:24] (current) – dungeonmaster | ||
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| ==== Increased Emotional Awareness ==== | ==== Increased Emotional Awareness ==== | ||
| 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. | ||
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| + | ===== Intelligence ===== | ||
| + | Intelligence describes a character' | ||
| + | |||
| + | ==== 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. | ||
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| + | ==== 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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| Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, | Once per battle, intimidation can be used to cause someone to run in fear, fight tentatively, | ||
| - | 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 | + | 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 |
| - | Intimidation generally affects all enemy creatures who can see or hear the Intimidator, | + | Intimidation generally affects all enemy creatures who can see or hear the Intimidator, |
| - | ==== Pep Talks ==== | + | ==== Morale |
| - | 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 | + | Given time for preparation, leaders can inspire bravery |
| - | + | ||
| - | 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). | 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). | ||
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| ===== Speed ===== | ===== Speed ===== | ||
| - | Speed describes how quick a character | + | Speed describes how quick a character |
| ==== Increased Reaction ==== | ==== Increased Reaction ==== | ||
| - | Speed itself may help with defensive skill checks which require speed, such as dodging | + | Speed itself may help with defensive skill checks which require speed, such as dodging |
| 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 | + | Although |
| ===== 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 | + | Stealth is the attribute for moving without being seen or heard. It is not generally very effective in combat situations, except |
| - | Moving silently, hiding in shadows, pickpocketing, | + | Moving silently, hiding in shadows, pickpocketing, |
| ==== 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. | ||
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attributes.1598894064.txt.gz · Last modified: by dungeonmaster
