Category:2.4 Attributes and Adjustments

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Contents

Introduction

Character Development

Races

Age, Money, and Gender

Adventure Points and Levels

Attributes and Adjustments

Each race has ten attributes: Intelligence (INT), Wisdom (WIS), Strength (STR), Health (HEA), Dexterity (DEX), Humor (HUM), Skill (SKI), Luck, Psyche (PSI), and Accuracy (ACC).

If the abbreviated attribute has a dash next to it (INT: -), it means the roll will have no adjustment or no change to the roll. The player that rolls a 1d100 and gets a 93% will write down 93%. If 93% was rolled and the information reported is INT: -35, the player subtracts 35 from it resulting in 58% which will be written down on the Intelligence attribute of the character. The percentage will not go lower than 01% no matter how much was subtracted from the original number. Some of the attributes have a plus sign after them (INT: +45). This will mean the roll must add that number to the roll made. If a player rolls a 93% and sees the INT: +45, 93+45 will give a total of 138% to be written down.

Intelligence

This attribute is used for languages, specialties, checking to see if target is lying, or to build things. For the number of specialties and languages, divide the Intelligence by 10 and round down. The character will receive at least one specialty and one language. Roll a 1d100.

Wisdom

Wisdom is an attribute used for discovering clues, detecting hidden or potentially dangerous items, and situations. Roll a 1d100.

Strength

This attribute is the measure of physical strength. To figure out the damage a fist will make, divide the Strength of the character by 5 and round down. The percent of Strength is equal to the kilograms a character may lift on the average. Lifting more than the number given may be done if a successful roll on the Effects Chart is made. Lifting 3 times the percent of Strength will have to be rolled on the Red. To lift 5 times the Strength %, the player needs to roll on the Yellow. Blue rolls give the character a chance to lift 7 times the Strength percentage. To carry equipment above the average lift capacity for more than 1d10 rounds, the player must roll a Yellow on Health. If successful, the character gets another 1d10 rounds of extra Strength. The character must rest one round for every 20 kilograms lifted after such strenuous weight. 1d100 is rolled for percentage.

Health

This attribute is used to determine the success in avoiding the effects of poisons, diseases, gas, and infections. It is also used for healing [see 2.5.2 for healing]. 1d100 is rolled for percentage.

Dexterity

The attribute is used to successfully charge or dodge attacks. To figure out the speed of a character, look at the percentage of the Dexterity. It will show for every 1% of the Dexterity, the character may run, fly, or swim in one decimon (about 52 minutes) one kilometer of distance. Each round the character may run one-half of a meter for each 1%. When there are two groups of numbers next to the Dexterity attribute, the left designates land traveling and swimming, while the right one is for aerial.

Dexterity is also used to figure the number of attacks the character may do in one round. If the Dexterity percentage has 01 to 25%, the character may only attack once. The character attacks twice at 26 to 50% and for three attacks, 51 to 75%. Four attacks are capable at 76 to 100%; five attacks at 101 to 125%; six attacks at 126 to 150%. For every 25%, one more attack is capable by the character. These attacks can be any but ballistic weapons, such as guns, rifles, or any other complicated mechanism. 1d100 is rolled for percentage.

Humor

This attribute is used to figure the power to make insults or cause extreme laughter. If the player rolls on a Blue on the Effects Chart, the listeners laugh for the amount of round equal to the Humor percentage. This will not work if the opponent is deaf, speaks only a foreign language, a disaster appears, or something inappropriate happens (such as a funeral). If the player rolls a Red or a Yellow, the victims laugh for one round. The victim cannot make any movement until after the laughing has stopped. To roll, the player must subtract the Psyche of the opponent from the Humor of the attacker and roll upon the chart with the percentage left to the attacker. A 1d100 is rolled to get the percentage.

Skill

This attribute is used for characters that do not have a certain specialty such as Climbing. The character decides it needs to climb a cliff, let us say, to escape an opponent but it has no such specialty to climb. The player must roll on the Effects Chart, under the Skill percentage and get in the Blue to become successful. If the player rolls on anything less than a Blue, the character is not capable of using that Specialty for the moment. The player may try again 1d4 rounds later. This cannot be used for any specialties listed under the Survival category [see 5 Specialties].

Luck

The attribute is used for coincidental advantages. If an opponent is after the character and the character cannot escape the aggressor the player may use Luck to get the character to escape. The player must roll a Blue for Luck to happen on the Effects Chart. If successful, the character is in some way, for example, capable of finding a secret door or a piano lands on top of the opponent’s head. If unsuccessful, the character may try again 1d10 rounds later. Like Skill, Humor, and the other attributes, Luck is based on a 1d100 roll.

Psyche

A character can block hypnosis, Humor, or paranormal powers (mental). If the character has Psyche of 100% or more, the player may check to see if the character has a paranormality. To do this, minus 100 from the Psyche percentage. The player must roll 1d100 and get a number equal or less than the answer (Psyche % -100 = Answer) to receive a paranormal power. The player may try the paranormality check once each time the character goes up one level. The maximum percentage Psyche can have is 160%. The character can have more than one paranormality at the same time but cannot gain more than one each level.

Accuracy

The attribute is used for throwing and shooting and may be used for paranormal powers. If the target is 51% or more in the dark, the character uses Accuracy (d). If a race has Accuracy: +10d, the character may add +10 to its Accuracy while aiming at a target in darkness. The same goes with -10d. Characters with Accuracy (L) have adjustments in places with 51% or more of light. Rolling on the Effect Chart, the character has five types of Accuracy:

Catching.

Catching a person or an object.

Energy.

Using paranormal powers or weapons.

Shooting.

Shooting guns, rifles, or bows.

Throwing Edged.

Throwing any sharp edged weapon ( javelins, arrows, or shurikins).

Throwing Blunt.

Using any dull object (stones, bats, or limbs).

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