Rough Magic:Attributes

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A character's attributes in Rough Magic are ranked on a scale from 1 to 10. Most people have attributes within the 1 to 6 range -- from "Typical" to "Great". Few people reach 7 in any attribute, and 8 is the peak of human potential.

Attributes cost one character point each up to 3, two character points each from 4 to 6, three character points each from 7 to 9, and four character points to increase an attribute from 9 to 10. We suggest spending about 25 character points on attributes. Note that Power should be zero unless you have supernatural traits and/or the Thaumaturgy skill.


Table: Attribute cost
Description Value Incremental Cost
Typical 1-3 1
Great 4-6 2
Fantastic 7-9 3
Inconceivable 10 4


Random Character Generation

Would you like to roll dice for your attributes? You can! Roll three six-sided dice, and consult the following table to see what you get:


Table: Random attributes
Roll 3d6 Value Cost
3 1 1
4-6 2 2
7-10 3 3
11-14 4 5
15-17 5 7
18 6 9


Roll five times, and add up the total cost. Subtract that total from your pool of character points.

Now assign what you rolled to your character's attributes (Brawn, Agility, Reason, Presence, Power), placing each number wherever you like.

Your character's Tenacity is equal to the character's Brawn or their Presence, whichever is greater.

Brawn

Brawn (BRN) represents a character's physical might, close combat fighting ability, and general hardiness; the character's Brawn adds to their action value (AV) and defense value (DV) when attempting these types of tasks.

Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for the character's attack value (AV) and defense value (DV) in close combat (or "hand-to-hand"). See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they are unable to stand, and they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.

Peak human potential is marked in red.


Table: Brawn
Brawn Lift Throw
(25 kg)
Standing
Long Jump
0 25 kg 1 m 0 m
1 37 kg 1 m 1 m
2 54 kg 1 m 1 m
3 79 kg 2 m 1 m
4 120 kg 2 m 1 m
5 170 kg 4 m 2 m
6 250 kg 5 m 2 m
7 370 kg 8 m 4 m
8 540 kg 11 m 5 m
9 960 kg 20 m 8 m
10 1,700 kg 35 m 11 m
  1. Lift indicates the greatest weight that the character can "deadlift" (pick up off the ground to the level of the hips). A character carrying or supporting such a weight can take at most one or two steps per round. A character can move normally while carrying a weight corresponding to one less than their Brawn. For example, a character with Brawn 8 could carry up to 370 kg and suffer no penalties to their movement while doing so.
  2. Throw (25 kg) indicates the farthest distance that a character could throw a compact object weighing 25 kg. To see how far a character can throw heavier objects, subtract the Brawn required to lift the object from the character's total Brawn. Look up the difference in the "Brawn" column: this indicates how far the character can throw the object. For example, a character with Brawn 8 could throw an object weighing 60 kg (such as a cooperative slender human) up to 5 meters.
  3. Jumps indicates the character's standing long jump. With a running long jump, the character's ground movement is added to their long jump distance.

Agility

Agility (AGL) represents a character's coordination, ranged combat fighting ability, and general flexibility; the character's Agility adds to their action value (AV) and defense value (DV) when attempting these types of tasks.

Agility determines a character's base movement speed (running, swimming, etc.). Agility is the default attribute used for the character's attack value (AV) and defense value (DV) in ranged combat. See the Actions chapter for more information.

If a character's Agility is reduced to zero, they have great difficulty moving. They must succeed at a moderately difficult (DV 3) Athletics (Presence) roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.

Peak human potential is marked in red.


Table: Agility
Agility Walk
(Base Move)
Run
(Double Move)
Sprint
(All-out Move)
Sprint
(kph)
1 2 m 4 m 12 m 7 kph
2 2 m 4 m 12 m 7 kph
3 3 m 6 m 18 m 11 kph
4 4 m 8 m 24 m 14 kph
5 6 m 12 m 36 m 22 kph
6 7 m 14 m 42 m 25 kph
7 10 m 20 m 60 m 36 kph
8 13 m 26 m 78 m 47 kph
9 19 m 38 m 114 m 68 kph
10 28 m 56 m 168 m 100 kph
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(kph)
1 1 m 2 m 6 m 4 kph
2 1 m 2 m 6 m 4 kph
3 1 m 2 m 6 m 4 kph
4 2 m 4 m 12 m 7 kph
5 2 m 4 m 12 m 7 kph
6 3 m 6 m 18 m 11 kph
7 3 m 6 m 18 m 11 kph
8 4 m 8 m 24 m 14 kph
9 5 m 10 m 30 m 18 kph
10 7 m 14 m 42 m 25 kph


Reason

Reason (REA) represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems; the character's Reason adds to their action value (AV) when attempting tasks that depend on these traits.

If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Diplomacy (Presence) roll every round just to form a sentence or understand a simple question, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Presence

Presence (PRE) represents a character's determination, strength of personality, and understanding of the motivations of others; the character's Presence adds to their action value (AV) when attempting tasks that depend on these traits.

If a character's Presence is reduced to zero, they have great difficulty making choices or taking action, and they automatically fail any Presence rolls. Presence may not be reduced below zero.

Power

Power (POW) represents a character's supernatural might, magical potency, or psychic potential. If the character is a supernatural creature or they can invoke the power of magic, the character's Power determines the potency of their supernatural abilities. Most people have a Power of zero.

If a character's Power is reduced to zero, they can no longer invoke magic or use any supernatural traits which depend on it. Power may not be reduced below zero.


Table: Power
Power General Effect Mass
1 1 37 kg
2 1 54 kg
3 2 79 kg
4 2 120 kg
5 4 170 kg
6 5 250 kg
7 8 370 kg
8 11 540 kg
9 20 960 kg
10 35 1,700 kg


Tenacity

Tenacity (TEN) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Tenacity is not purchased with character points. Tenacity is equal to the character's Brawn or their Presence, whichever is greater. If a character's Brawn or Presence permanently changes, their Tenacity also changes. Some environmental effects, such as dehydration, can temporarily reduce the character's Tenacity. If a character's Tenacity is reduced, this reduces the character's current Endurance Points by the same amount. Tenacity may not be reduced below zero.

Endurance Points

Endurance Points (EP) represent a character's current level of fitness and well-being. Under normal circumstances, a character's Endurance Points are equal to their Tenacity, and the character's Endurance Points may not exceed their Tenacity. When a character is successfully attacked, one (or more, if using the optional margin of success rules) is subtracted from their Endurance Points. A character who has lost more than half of their Endurance Points can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance Points are reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance Points may not be reduced below zero.