Statistics

From Lunos

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Statistics for animals, NPC’s, and all kinds of miscellaneous rules like carrying capacity will eventually be here. For now, just enjoy this thing about size categories
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Statistics for animals, NPC’s, and all kinds of miscellaneous rules like carrying capacity will eventually be here.
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Objects with no moving or fragile parts are considered to be two sizes larger for the purpose of damaging them.
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Size categories:
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All objects and creatures have a size category, which represents how large or small they are and affects certain rolls.  Every two size categories of difference causes one automatic success on Body rolls and -1 die on all Agility and Dexterity rolls for the larger creature, and one automatic success on Stealth and Awareness rolls for the smaller creature.  Every three size categories of difference causes damage dealt by the larger creature to double and damage dealt by the smaller creature to be halved (round down to the nearest health level).  Objects with no moving or fragile parts are considered to be two sizes larger for the purpose of damaging them. Size categories with both animate and inanimate examples are presented here:
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Every two size categories of difference causes one automatic success on Body rolls and -1 die on all Agility and Dexterity rolls for the larger creature, and one automatic success on Stealth and Awareness rolls for the smaller creature.  Every three size categories of difference causes damage dealt by the larger creature to double and damage dealt by the smaller creature to be halved (round down to the nearest health level).  Size categories with both animate and inanimate examples are presented here:
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-8 Bacteria
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-8 Bacteria
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-7 Mite
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-7 Mite
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-6 Mosquito
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-6 Mosquito
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-5 Horsefly, ring
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-5 Horsefly, ring
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-4 Hummingbird, wallet
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-4 Hummingbird, wallet
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-3 Raven, purse
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-3 Raven, purse
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-2 Bobcat, fox, backpack
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-2 Bobcat, fox, backpack
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-1 Coyote, chair
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-1 Coyote, chair
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0 Human, trash can
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0 Human, trash can
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1 Kangaroo, refrigerator, golf cart
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1 Kangaroo, refrigerator, golf cart
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2 Cow, bear, car
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2 Cow, bear, car
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3 Hippopotamus, SUV
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3 Hippopotamus, SUV
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4 Elephant, semi
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4 Elephant, semi
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5 Blue whale
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5 Blue whale
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6 Kraken
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6 Kraken
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7 Tornado
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7 Tornado
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8
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8
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Objects:
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All objects have an effective Body score, based on the material that they are made of.  Damaging an object works exactly the same as damaging a person, except that the base difficulty to hit an object with a Body score of two or higher is 2 instead of 1.  Breaking an object by pulling it apart or snapping it in two requires a Body + Athletics roll with a difficulty of the object’s body score.  Keep in mind that most objects are made up of multiple smaller parts, so a wooden cart is easier to destroy than a cart-sized tree.  Flexible objects are treated as if their Body was one point lower when attacked by something that deals wounding damage.
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-1 (damaging automatically succeeds) – cheese
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0 - fine china
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1 – glass
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2 – wood
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3 – stone
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4 – metal
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5 – magically created alloys
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Extras:
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Extras are people created by narrative causality, the general belief that such people do exist.  Extras have no souls and thus no true free will, their actions are fully determined by physical facts.  Because of this, the Timesense spell can predict their actions.  Magesight shows that they have no magical talent, which on Savara means that they are either extras or worshipers of Heaven.  Narrative Vision positively identifies extras and also reveals if they are a Hero and what Heroic powers they have.  Heroes are named extras, usually created by some legend, and heroic powers are a mechanical way of representing the unusual characteristics these being sometimes possess.  Heroes are people like the evil Vizier that always seems to be plotting against a king or the peasant who finds a magic sword and slays the dragon.  Heroes do not have to be human, they can be things like the abominable snowman or the ogres that live in the hills.  Examples of non-heroic extras would be the gangs that everyone knows roam dark alleys in big cities, the scantily-clad natives that always show up on deserted islands, or the monks that live up in the mountains.
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Heroic Powers:
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When designing extras, powers use up or provide (as appropriate) 3 experience per level.  This is a guideline, not a hard rule.  In addition to the examples listed, powers can mimic spells of one level lower than the power.
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Level one heroic powers are minor effects, such as glowing eyes, being cold to the touch, always being surrounded by flies, leaving glowing footprints, making animals uneasy, never losing your hat, and so on
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Level two heroic powers are potentially useful or detrimental effects, such as weakness in daylight, the ability to see behind you, or automatically seeming trustworthy.
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Level three powers are significant, such as the ability to change into a single animal, hypnotic eyes, the ability to walk on water, or changing to stone in sunlight.
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Level four powers are major effects, like commanding a specific type of animal or placing a curse on someone.
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Level five powers are quite rare, and include such things as teleportation, animating shadows, or having your life-force tied to an inanimate object.
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Level six powers are almost unheard of, as they can mimic level five spells.  Detrimental level six powers would be something like being knocked unconscious by the would “hello”

Revision as of 06:41, 9 January 2008

Statistics for animals, NPC’s, and all kinds of miscellaneous rules like carrying capacity will eventually be here.

Size categories:

All objects and creatures have a size category, which represents how large or small they are and affects certain rolls. Every two size categories of difference causes one automatic success on Body rolls and -1 die on all Agility and Dexterity rolls for the larger creature, and one automatic success on Stealth and Awareness rolls for the smaller creature. Every three size categories of difference causes damage dealt by the larger creature to double and damage dealt by the smaller creature to be halved (round down to the nearest health level). Objects with no moving or fragile parts are considered to be two sizes larger for the purpose of damaging them. Size categories with both animate and inanimate examples are presented here:

-8 Bacteria

-7 Mite

-6 Mosquito

-5 Horsefly, ring

-4 Hummingbird, wallet

-3 Raven, purse

-2 Bobcat, fox, backpack

-1 Coyote, chair

0 Human, trash can

1 Kangaroo, refrigerator, golf cart

2 Cow, bear, car

3 Hippopotamus, SUV

4 Elephant, semi

5 Blue whale

6 Kraken

7 Tornado

8

Objects:

All objects have an effective Body score, based on the material that they are made of. Damaging an object works exactly the same as damaging a person, except that the base difficulty to hit an object with a Body score of two or higher is 2 instead of 1. Breaking an object by pulling it apart or snapping it in two requires a Body + Athletics roll with a difficulty of the object’s body score. Keep in mind that most objects are made up of multiple smaller parts, so a wooden cart is easier to destroy than a cart-sized tree. Flexible objects are treated as if their Body was one point lower when attacked by something that deals wounding damage.

-1 (damaging automatically succeeds) – cheese

0 - fine china

1 – glass

2 – wood

3 – stone

4 – metal

5 – magically created alloys

Extras:

Extras are people created by narrative causality, the general belief that such people do exist. Extras have no souls and thus no true free will, their actions are fully determined by physical facts. Because of this, the Timesense spell can predict their actions. Magesight shows that they have no magical talent, which on Savara means that they are either extras or worshipers of Heaven. Narrative Vision positively identifies extras and also reveals if they are a Hero and what Heroic powers they have. Heroes are named extras, usually created by some legend, and heroic powers are a mechanical way of representing the unusual characteristics these being sometimes possess. Heroes are people like the evil Vizier that always seems to be plotting against a king or the peasant who finds a magic sword and slays the dragon. Heroes do not have to be human, they can be things like the abominable snowman or the ogres that live in the hills. Examples of non-heroic extras would be the gangs that everyone knows roam dark alleys in big cities, the scantily-clad natives that always show up on deserted islands, or the monks that live up in the mountains.

Heroic Powers:

When designing extras, powers use up or provide (as appropriate) 3 experience per level. This is a guideline, not a hard rule. In addition to the examples listed, powers can mimic spells of one level lower than the power.

Level one heroic powers are minor effects, such as glowing eyes, being cold to the touch, always being surrounded by flies, leaving glowing footprints, making animals uneasy, never losing your hat, and so on

Level two heroic powers are potentially useful or detrimental effects, such as weakness in daylight, the ability to see behind you, or automatically seeming trustworthy.

Level three powers are significant, such as the ability to change into a single animal, hypnotic eyes, the ability to walk on water, or changing to stone in sunlight.

Level four powers are major effects, like commanding a specific type of animal or placing a curse on someone.

Level five powers are quite rare, and include such things as teleportation, animating shadows, or having your life-force tied to an inanimate object.

Level six powers are almost unheard of, as they can mimic level five spells. Detrimental level six powers would be something like being knocked unconscious by the would “hello”

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