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attributes [2020/08/31 17:16] – [Intimidation] dungeonmasterattributes [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.
 +
 +===== 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.
 +
 +==== 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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 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. 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.
  
-==== 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 battle, to give them a pep-talk, so to speak--to build up their morale. +Given time for preparation, leaders can inspire bravery and success in their party before a battle. 
- +
-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 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.1598894186.txt.gz · Last modified: by dungeonmaster