Post by Head Moderator on Sept 23, 2012 18:03:07 GMT -5
Traits are the attributes you hold as a person, both mentally and physically. You are given 5 points when you create a character to place in the various traits offered, and points as you rank up. The points you hold in each trait allows you a bonus when these types of rolls are needed. See "Tactics" and "Talents" below to see how they boost these rolls.
You may place up to 12 points in any given trait.
Note: There are ways to boost your Trait Points past 12, but you may never boost your Traits past 16 for any reason.
For instance, if you are asked to roll a Strength Check, and you have 2 points in Strength, you'd roll your d20, then add +2 to that roll for your final number.
Your Trait Bonuses also help you in various other instances such as:
Hit Points = 1/2 combat dice + Endurance Bonus + Willpower Bonus
Defense DC = 10 + Quickness Bonus
Physical Strike = 1d20 roll + Quickness Bonus (to hit the Defense DC)
Magical Strike = 1d20 roll + Intelligence Bonus (to hit the Defense DC)
Melee Damage = Dmg + Strength Bonus
Ranged Damage = Dmg + Quickness Bonus
Magic Damage = Dmg + Intelligence Bonus
Add to Spell's DC (Mages)= + Intelligence Bonus
Save agst Magic = 1d20 roll + Willpower Bonus
TRAITS
Strength [STR] - Break Door, Lifting or Opening Heavy Objects, anything to do with physical strength. This adds to your Melee Weapon Damage.
Quickness [QCK] - Your agility, how dexterous you are, ability to move out of the way of incoming danger. This also adds to your Strike, and Ranged Damage, as well as your Initiative Roll.
Endurance [END] - Use this skill to stave off ill effects, poisons and to push beyond normal physical limits. It encompasses the character's physique, toughness, health and resistance to disease and poison. This adds to your hit points.
Willpower [WLP] - Endurance is your physical, willpower is your mental and emotional, the ability to fight charm effects, magical attacks and effects, and attempts to manipulate your mind or emotions. This adds to your hit points.
Intelligence [INT] - Intelligence is not only your IQ, but reasoning skills, and your ability to learn things. This adds to your Magic Damage & Spell's DC.
Perception [PER] - Awareness deriving from your senses, such as spot, listen, search and locating traps and secret doors, and the like.
Charisma [CHA] - Charisma is your physical attractiveness as well as your persuasiveness, and personal magnetism
TACTICS
Certain tactics that your character might attempt can be used during adventures, feel free to be creative. Instead of a sudden fight, try diplomacy to see if you can stop a fight before it happens. Or maybe try intimidation to get the bad guy to run away in fear.
The basic way a tactic works is that you roll a d20, the other person rolls a d20 and if you roll higher then you have a success. This is called an opposed roll. You may add your Trait Bonus to your roll. Remember that it is up to the DM as far as what a 'success' means, if you are only a couple points over their opposed roll then they aren't going to suddenly be your best friend.
TRY, TRY AGAIN?: If you fail a tactic and wish to try it again, you may if the DM allows it but all additional attempts give the target a +5 on their roll. So the first retry your target would get +5, the second retry they'd get +10, etc.
Here are the tactics that work this way:
Diplomacy
[Add Charisma]
[Opposed adds Perception]
Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith. Success with diplomacy rolls of 5 or less over their opposed roll allows attitudes to improve by one step. Rolls of 6 or higher allows the attitude to improve by an additional step. If you fail by 5 or less points, then the attitude remains unchanged. If you fail by 6 or more points, the attitude is decreased by one step.
You cannot use diplomacy on creatures that are of a very low intelligence or mindless. Diplomacy is generally ineffective while engaged in combat and against creatures that intend to harm you or your allies in the immediate future. Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (DM discretion). It is up to the DM where any given target or NPC is on the attitude step chart.
ATTITUDE STEPS
Hostile
Unfriendly
Indifferent
Friendly
Helpful
Intimidation
[Add Strength OR Charisma]
[Opposed adds Strength or Willpower]
Use this skill to influence others through hostile actions and overt threats, or displays of prowess. If you fail this check by 5 or more points, then the target can attempt to deceive you or otherwise hinder your activities.
Bluff
[Add Charisma]
[Opposed adds Perception]
Use this skill to make what's false appear to be true, fast-talk a guard, con a merchant, or tell lies, or try to pass off a forgery.
Disguise
[Add Charisma]
[Opposed adds Perception]
Trying to con someone into thinking you are someone you aren't.
Stealth
[Add Quickness]
[Opposed adds Perception]
Includes Hide, Move Silent
Insight
[Add Perception]
[Opposed adds Charisma]
Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
Sense Enchantment: You can tell that someone's behavior is being influenced by an enchantment effect even if that person isn't aware of it. In this case, it would be the person who cast the enchantment who makes the opposed roll.
TALENTS
There are certain talents that can be used during adventures to further the story, or attempt to gain something such as information. Each talent would be rolled for with a d20, and the DM sets a score that has to be made to successfully accomplish it.
For instance, your character finds an odd gemstone and wants to know how much it's worth. You'd use the "Appraise" talent and roll a d20. The target number is 12+, if you rolled a 13 the DM would then tell you what the gemstone is worth.
Here are the talents that work this way:
Alert - Spotting things, searching for things, using your eyeballs. If you have the skill, "Alert"
Spot [PER]
Listen [PER]
Athletics [STR or END] - Failure very well could mean you take damage or fail. This has to do with your physical toughness, stamina, and ruggedness. If you have the skill, "Athletics" you may add that bonus to these talent rolls.
Climb [STR or END] - A short climb would be STR, a long intense climb would be END.
Jump [STR]
Swim [STR or END] - A short swim would be STR, a long swim would be END.
Acrobatics [QCK] - Dodge falling debris, make your way across a minefield, do things that require dexterity and physical feats of movement, tumble, reflexes etc. Failure usually means you take some type of damage. If you have the skill, "Acrobatics" you may add that bonus to these talent rolls.
Tumble [QCK]
Balance [QCK]
Rogue Talents
Disable Traps [QCK]
Lockpicking [QCK]
Thievery [QCK]
Locate Traps [PER]
Escape [QCK] - Escaping traps, manacles, being tied up, etc.
Sleight of Hand [QCK] - This allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed.
Appraise [PER] - Figuring out what something is worth, if it's a forgery, etc.
Gather Info [CHA] - Finding out information from the locals. This takes time, and the DM can ask you to make a Diplomacy Check before gathering info in cases where your targets are indifferent or unfriendly.
Knowledge [INT] - You must have a skill that gives you knowledge types to use Knowledge. There are skills that let you roll for any types of Knowledge but the DM has every right to call for ONLY those with a specific knowledge if they desire.
Ride [QCK] - Skills with riding animals / horses.
Nature [INT] - You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
Use Object [QCK]- Such as ropes, lighting a torch and other mundane objects. This is also used for engineering schematics.