Thursday, June 21, 2012

"Final" Attributes

The image is the Attribute Wheel, every attribute has a unique first character and color associated to it, these are used through the source material as a key to help people associate back to the base attribute.  An attribute also has a very strong tie to a classical character archetype.  

Starting at the top of the wheel the below table lists the 10 Attributes, with their abbreviation, name, color, and archetype:
F, Faith, White, Cleric
I, Intellect, Cyan, Psionicist
A, Awareness, Blue, Wizard
R, Reflex, Purple, Assassin
D, Dexterity, Black, Thief
C, Coordination, Brown, Ranger
M, Might, Red, Fighter
E, Endurance, Yellow, Barbarian
L, Leadership, Dark Green, Knight
S, Self, Light Green, Monk

I kicked around a lot of different versions of this, not only in number, but also messing with the number of them...From 5 (L, F, A, D, M) to 6 which mapped more to those of D&D, to only having 3.  However the more I messed around 10 seemed to be the correct number.

Nearly all common rolls in the game are based off of two of these attributes combined together Accuracy = Dexterity + Reflex, Melee = Coordination + Might, Dodge = Reflex + Coordination, etc.  Plus, combining each attribute with the next two on the wheel provide 20 combinations that form the basis of nearly every on the basic record-sheet.

I also created three pools.  These are character stats that fluctuate during play, the pools are named Body, Luck and Energy.  All the pools are based on three different attributes.  Body is based on E+L+S, Luck is based on  R+D+C, and Energy is based on F+I+A.  I say based, since it is the three attributes added together times a multiplier, which is set at creation time.  Multipliers range from 1 to 5, but most often 2 or 3.

Body combined with other things, such as armor or other equipment determine your characters Health, as they take damage this pool decreases, and when it reaches zero, they are dying.  Luck is a mechanism in game terms that give the player a chance to "spend" points from this pool to alter bad rolls or aid in critical tasks.  Energy is just that, how much internal stamina, mana or chi that a character has.  Energy is spent to do exceptional tasks from performing an extra attack, to casting a spell or to activate a rune or reagent.  Game effects can also reduce any of the pools, commonly a trap may reduce Health, but a failed mission may come with a drain on Luck or Energy to simulate "feel low".  Additionally, there may be effects or attacks that reduce the maximum value of these, such attack from a Spectre reduces the Maximum value of a character Body pool, signifying the permanent loss in health.  A curse or other game affect could reduce the other pools in a similar fashion.  Superior effects such as the mentioned can be removed, but require significant time, a quest, or rare/costly rituals to be performed.

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