Difference between revisions of "Rough Magic 3e EN:Attributes"

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! class="aligncenter"|Run<br />(Double Move)
 
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! class="aligncenter"|Sprint<br />(All-out Move)
 
! class="aligncenter"|Sprint<br />(All-out Move)
! class="aligncenter"|Sprint<br />(kph)
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! class="aligncenter"|Sprint<br />(km/h)
 
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| class="alignright"|12 m
 
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| class="alignright"|36 m
 
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| class="alignright"|22 kph
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| class="alignright"|14 m
 
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| class="alignright"|42 m
 
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| class="alignright"|25 kph
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| class="alignright"|20 m
 
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| class="alignright"|60 m
 
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| class="alignright"|36 kph
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| class="alignright"|36 km/h
 
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| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
 
| class="alignright"|<span style="color: rgb(204,0,0)"><b>26 m</b></span>
 
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
 
| class="alignright"|<span style="color: rgb(204,0,0)"><b>78 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 kph</b></span>
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| class="alignright"|<span style="color: rgb(204,0,0)"><b>47 km/h</b></span>
 
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| class="alignright"|114 m
 
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| class="alignright"|56 m
 
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| class="alignright"|100 kph
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! class="aligncenter"|Fast Swim<br />(Double Move)
 
! class="aligncenter"|Fast Swim<br />(Double Move)
 
! class="aligncenter"|Swim Sprint<br />(All-out Move)
 
! class="aligncenter"|Swim Sprint<br />(All-out Move)
! class="aligncenter"|Swim Sprint<br />(kph)
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| class="alignright"|<span style="color: rgb(204,0,0)"><b>8 m</b></span>
 
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| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
 
| class="alignright"|<span style="color: rgb(204,0,0)"><b>24 m</b></span>
| class="alignright"|<span style="color: rgb(204,0,0)"><b>14 kph</b></span>
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| class="alignright"|10 m
 
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Latest revision as of 16:26, 11 August 2019

Arrow up 16x16.png Contents

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 30 character points on attributes. Note that Power Level should be zero unless you have supernatural traits and/or the Thaumaturgy skill.


Table: Attribute cost
Description Value Cost
Typical 1 1
2 2
3 3
Great 4 5
5 7
6 9
Fantastic 7 12
8 15
9 18
Inconceivable 10 22


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 six 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 (Agility, Brawn, Endurance, Presence, Reason, Power Level), placing each number wherever you like.

Agility

Agility represents a character's coordination, ranged combat fighting ability, and general flexibility.

Agility determines a character's base movement speed (running, swimming, etc.). Agility is the default attribute used for attacking and defending 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
(km/h)
1 2 m 4 m 12 m 7 km/h
2 2 m 4 m 12 m 7 km/h
3 3 m 6 m 18 m 11 km/h
4 4 m 8 m 24 m 14 km/h
5 6 m 12 m 36 m 22 km/h
6 7 m 14 m 42 m 25 km/h
7 10 m 20 m 60 m 36 km/h
8 13 m 26 m 78 m 47 km/h
9 19 m 38 m 114 m 68 km/h
10 28 m 56 m 168 m 100 km/h
Agility Swim
(Base Move)
Fast Swim
(Double Move)
Swim Sprint
(All-out Move)
Swim Sprint
(km/h)
1 1 m 2 m 6 m 4 km/h
2 1 m 2 m 6 m 4 km/h
3 1 m 2 m 6 m 4 km/h
4 2 m 4 m 12 m 7 km/h
5 2 m 4 m 12 m 7 km/h
6 3 m 6 m 18 m 11 km/h
7 3 m 6 m 18 m 11 km/h
8 4 m 8 m 24 m 14 km/h
9 5 m 10 m 30 m 18 km/h
10 7 m 14 m 42 m 25 km/h


Brawn

Brawn represents a character's physical might, close combat fighting ability, and general hardiness.

Brawn determines how much a character can lift and how far they can throw things. Brawn is the default attribute used for 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.

Endurance

Endurance represents a character's ability to shrug off physical and mental abuse. Endurance acts as a reservoir of points which is expended as the character is injured, and replenished as the character recovers. The base attribute is referred to as the character's "total Endurance" or "maximum Endurance", while the changing value is referred to as the character's "current Endurance". It is rare for an attack to alter a character's maximum Endurance, so when the rules specify that a character loses Endurance, you may assume that it is referring to the character's "current Endurance" unless it specifies "maximum Endurance".

When a character is successfully attacked, one (or more, if using the optional margin of success rules) is subtracted from their Endurance. A character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a penalty die. A character whose Endurance is reduced to zero is defeated: they are out of the fight, and probably unconscious. Endurance may not be reduced below zero.

Presence

Presence represents a character's determination, mental combat fighting ability, and understanding of the motivations of others.

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.

Reason

Reason represents a character's ability to analyze data, draw conclusions from the facts at hand, and solve problems.

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.

Power Level

Power Level 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 Level determines the potency of their supernatural abilities. Most people have a Power Level of zero.

Some abilities allow a character to add their Power Level to a skill roll. If the character has more than one such ability, the character's Power Level is added to their skill roll only once.

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


Table: Power Level
Power Level 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