Rough Magic 3e EN:Attributes: Difference between revisions
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If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Science (Will) 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. | If a character's Reason is reduced to zero, they have great difficulty concentrating. They must succeed at a moderately difficult (DV 3) Science (Will) 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. | ||
==Will== | ==Will== |
Revision as of 16:12, 15 July 2018
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". Very few people reach 7 in any attribute, and 9 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.
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:
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 (Brawn, Agility, Reason, Perception, Will, Power), placing each number wherever you like.
Your character's Endurance is equal to the character's Brawn or their Will, 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 (Will) roll every round just to crawl a meter, and they automatically fail any Brawn rolls. Brawn may not be reduced below zero.
Brawn | Lift | Throw (25 kg) |
Standing Long Jump |
---|---|---|---|
0 | 25 kg | 0 m | 0 m |
1 | 45 kg | 1 m | 1 m |
2 | 60 kg | 2 m | 1 m |
3 | 90 kg | 3 m | 2 m |
4 | 125 kg | 4 m | 2 m |
5 | 180 kg | 6 m | 3 m |
6 | 250 kg | 8 m | 3 m |
7 | 350 kg | 11 m | 4 m |
8 | 500 kg | 16 m | 4 m |
9 | 700 kg | 23 m | 5 m |
10 | 1,000 kg | 32 m | 5 m |
- Lift indicates the greatest weight that the character can "clean and jerk" (pick up and lift overhead). 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 350 kg and suffer no penalties to their movement while doing so.
- 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 8 meters.
- 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 (Will) roll every round just to take a step or two, and they automatically fail any Agility rolls. Agility may not be reduced below zero.
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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) Science (Will) 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.
Will
Will (WIL) represents a character's determination, focus, and the strength of their personality; the character's Will adds to their action value (AV) when attempting tasks that depend on these traits.
If a character's Will is reduced to zero, they become listless and have great difficulty making choices or taking action. They automatically fail any Will rolls. Will 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.
Power | Maximum Mass |
Maximum Distance |
---|---|---|
0 | 25 kg | 0 m |
1 | 45 kg | 1 m |
2 | 60 kg | 2 m |
3 | 90 kg | 3 m |
4 | 125 kg | 4 m |
5 | 180 kg | 6 m |
6 | 250 kg | 8 m |
7 | 350 kg | 11 m |
8 | 500 kg | 16 m |
9 | 700 kg | 23 m |
10 | 1,000 kg | 32 m |
Endurance
Endurance (END) represents a character's determination and ability to shrug off physical and mental abuse. Unlike other attributes, Endurance is not purchased with character points. Endurance is equal to the character's Brawn or their Will, whichever is greater. If a character's Brawn or Will permanently changes, their Endurance also changes.
When a character is successfully attacked, one (or more, if using the optional margin of success rules) is temporarily subtracted from their Endurance. A character who has lost more than half of their 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.