Tuesday, March 13, 2012


I've spent a lot of time thinking about Attributes that are required to describe characters of all types.  The basic thought process here was to define an attribute for each of the archetypal character classes.

The five core attributes and the corresponding archetypes are Strength (Barbarian), Leadership (Knight), Intellect (Psychic), Awareness (Wizard) and Dexterity (Thief).  In addition to these there are five more sub-attributes to cover the remaining common character types, Reflex (Assassin), Coordination (Ranger), Power (Fighter), Willpower (Monk) and Faith (Cleric).  The names of both the Attributes and the Names were chosen for the thoughts and imagery that they invoke and so all have unique initial characters.

When listed in a circle the Attributes: Reflex, Dexterity, Coordination, Strength, Power, Leadership, Willpower, Intellect, Faith, Awareness...then back to Reflex.  The corresponding classes are Assassin, Thief, Ranger, Barbarian, Fighter, Knight, Monk, Psychic, Cleric, Wizard...and back to Assassin.

The attributes are linked to success in the skills that the class matching them would most require, but there are many other skills that they will be attempting in their adventures, and balance between excelling in certain areas and sacrificing in others must be made.

The skills performed in a game session will take the combined rank of two attrills to determine it success or failure.  The ten attributes mentioned above when combined are referred to as Attrills.  Even though the game system does have skills that can be learned and increased over time, most tasks will be performed will take into account the intent of the player an the situation of the character, then the GM will tell the character what Attrills will be used in the test to determine the success of the action.
Many of these attrills have been given names, to allow both GMs and players to more easily determine situational effects, but it is encouraged to think up meanings that make sense to your group when using these.  Most of the given explanations consider one of the Attributes to be the dominant one in the way it is used, but in reality both play an equal part.  However, this ambiguity allows for debate in sessions, which is why some guidelines and samples will be provided, to set down some guidelines for GMs to follow.

Above you can see a prototype character sheet.  The top center being "Strength", which is an important attribute for nearly every character, such that it can stand alone, as many common attrills will use this as one of the attributes to determine success.
To the top left are Coordination, Dexterity and Reflex (Red Diamond)...These combine with a racial adjustment and multiplier to determine a characters Luck.  I'll go into details on luck more later, but I thought it's an important enough characteristic to warrant a spot on the record sheet.  I think "Luck" comes into play in a number of areas, but I also like the idea of "Spending Luck" to give players some added control when their dice seem to be against them.
The top right Power, Leadership and WillPower (Green Diamond) combine with racial modifiers to determine characters Health.  This equates to how much abuse/damage a character can take before dying.  This represents the "Max" number, the current health of a character will vary greatly in their adventures.
To the bottom center Intellect, Faith and Awareness (Blue Diamond) combine with racial modifiers to determine the characters Energy.  This essentially converts to what other systems call Mana or Spell Points, or even Stamina.  This represents more the mental/arcane/divine strength of a character, and though Willpower seemed to have a place in this stat, rather than doubling up on that, I choose to leave it out for elegance sake.

I'm still messing with the names and definitions of these attributes and grouping, but this essential gives a good idea of where I'm attempting to go.

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