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System:Attributes

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Attributes are the base levels of physical, mental, and social acuity that every person possesses in different quantities. In general, the average person has a rank of 2 in an attribute. A professional, such as a pro athlete, would have a 4 or a 5 in an attribute. The very best humans in the world would have a 6 in an attribute. Having a 7 or higher indicates supernatural ability.

No character can raise an attribute above 6, unless the attribute is a class attribute for them. Adventurers, on the other hand, have a higher cap for all attributes at 10.

Class attributes, for the most part, have a base cap of 12 inclusive of the Enhanced Attribute quality.

Contents

Constitution

The higher your constitution, the healthier and more durable you are. Geoff-style. This measures both shourt-term endurance, such as the ability to withstand damage, and long term stamina, such as how long a person can hold their breath or run a marathon. Arts such as singing are governed by Constitution.

Dexterity

Reflexes. Hand-eye coordination. Flexibility. Eric-style (he has great coordination from drawing). Dexterity governs movements of the body. In most cases, if an action requires movement it will require a Dexterity check of some kind. Dexterity also governs most forms of combat. Arts such as dance and painting are usually rolled with Dexterity. A high DEX also allows a character to have multiple actions per the chart below:

Dexterity Score Additional Actions
5-6 1
7-8 2
9-10 3
11-12 4
13-14 5
15-16 6
17-18 7
19-20 8
+2 +1 per
All characters get 1 defensive action and 1 offensive action per round. The actions above are in addition to these freebies.

Intelligence

Intelligence is agility of mind. Stephen-style. This includes mental acuity as well as quickness of wits. Thus, intelligence governs both scholarly pursuits and social activities such as seduction and diplomacy. Arts such as writing and acting are also rolled with Intelligence.

Perception

Plain old noticing stuff. Ray-style. Perception can be used to notice a guy sneaking up behind you or whether someone is lying to you. Perception is also used when trying to identify something, such as a monster, on first glance.

Strength

Muscles! Geoff-style. Strength determines how much you can lift, how hard you can hit, and so forth. While Dexterity determines if you can hit, Strength determines if you can do any actual damage.

Strength Lifting Capacity
1-5 50 lbs x (STR)
6-10 200 x (STR - 5) + 250 lbs
11-15 500 x (STR - 10) + 1,500 lbs
16-20 1,000 x (STR - 15) + 5,000 lbs
21-25 2,000 x (STR - 20) + 10,000 lbs
26-30 4,000 x (STR - 25) + 20,000 lbs
The weights given above are for a moderate-effourt, casual lift.
Up to twice the given weight can be raised for short periods, but it'll hurt.

Willpower

While Constitution governs physical fortitude, willpower governs the mental. None of us have much. This is your force of personality, your ability to resist the influence of others, and sheer determination. Willpower to enforce your desires upon the universe through magic. It can be used to intimidate and to resist the intimidation of others.


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This page was last modified on 12 April 2009, at 07:00.
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