Rough Magic 4e EN:Attributes: Difference between revisions

From OGC
Jump to navigation Jump to search
No edit summary
Line 391: Line 391:
A character whose current Willpower has been reduced to 0 can speak and interact, but any action incurs a penalty (-3) and they may not take actions which require the expenditure of Willpower. Willpower may not be reduced below zero. A character with zero Willpower whose Willpower would be reduced further loses Endurance rather than Willpower.
A character whose current Willpower has been reduced to 0 can speak and interact, but any action incurs a penalty (-3) and they may not take actions which require the expenditure of Willpower. Willpower may not be reduced below zero. A character with zero Willpower whose Willpower would be reduced further loses Endurance rather than Willpower.


Once per game session, when the circumstances are appropriate, the player may invoke the character's motivations to restore their Willpower to full. The character may also recover half of their lost Willpower (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Willpower by getting a good night's sleep (or spending an equivalent period on meditation and study).
Once per day, when the circumstances are appropriate, the character may invoke their motivations to restore their Willpower to full. The character may also recover half of their lost Willpower (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Willpower by getting a good night's sleep (or spending an equivalent period on meditation and study).


==Power Level==
==Power Level==

Revision as of 12:13, 12 January 2022

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 3 to 6 range -- from "Typical" to "Exceptional". Few people reach 7 in any attribute, and 8 is the peak of human potential.

Base attributes (Agility, Brawn, Presence, and Reason) and Power Level 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 30 to 40 character points on attributes. Note that Power Level should be zero unless you have supernatural traits and/or the Occult skill.

Peak human potential is marked in red.


Table: Attribute cost
Description Value Cost Total
Poor 1 1 1
2 1 2
Typical 3 1 3
4 2 5
Exceptional 5 2 7
6 2 9
Incredible 7 3 12
8 3 15
Fantastic 9 3 18
10 4 22


Random Character Generation

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


Table: Random attributes
Roll 2d6 Value Cost
2 2 2
3-4 3 3
5-8 4 5
9-10 5 7
11 6 9
12 7 11


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

Agility

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

Agility determines a character's base movement speed. 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 spend a point of Willpower to make a standard action or a movement action, 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 20 m 40 m 120 m 70 km/h
10 40 m 80 m 240 m 140 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 2 m 4 m 12 m 7 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, hand-to-hand 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 hand-to-hand combat. See the Actions chapter for more information.

If a character's Brawn is reduced to zero, they have great difficulty moving. They must spend a point of Willpower to make a standard action or a movement action, 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 Example Throw
(25 kg)
Standing
Long Jump
0 25 kg medium dog 1 m 0 m
1 35 kg wood bookcase 1 m 0 m
2 55 kg pony keg of beer 1 m 1 m
3 80 kg manhole cover 2 m 1 m
4 120 kg heavy adult 2 m 1 m
5 170 kg wood table 4 m 2 m
6 260 kg motorcycle 5 m 2 m
7 380 kg large desk 8 m 4 m
8 550 kg grand piano 11 m 5 m
9 980 kg small car 20 m 8 m
10 1,700 kg full size car 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 turn. 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 380 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 80 kg (such as a cooperative slender human) up to 4 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

A character's Endurance is equal to their Agility + Brawn, and a permanent change to those attributes will increase or decrease Endurance by the same amount. Endurance can't be purchased directly, but it can be modified with gifts or other abilities.

Endurance represents a character's ability to physically exert themselves and withstand injury. Endurance acts as a reservoir of points which is expended as the character is injured. When a character is successfully attacked, the damage they take is subtracted from their current Endurance. Endurance is replenished by rest and medical care.

A character whose current Endurance has been reduced to 0 can speak and interact, but any action incurs a penalty (-3) and requires the expenditure of 1 Willpower. Endurance may not be reduced below zero. A character with zero Endurance who is attacked again and who would have taken at least 1 point of damage is defeated: they are out of the fight, and probably unconscious.

Normally, an injured character may recover half of their lost Endurance (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Endurance by getting a good night's sleep (or its equivalent, for characters who don't sleep). Barring some gruesome disfigurement, a character's Endurance will be completely replenished after a solid night's rest.

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. They must spend a point of Willpower to make a standard action or a movement 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 spend a point of Willpower to make a standard action or a movement action, and they automatically fail any Reason rolls. Reason may not be reduced below zero.

Willpower

A character's Willpower is equal to their Presence + Reason, and a permanent change to those attributes will increase or decrease Willpower by the same amount.

Willpower represents a character's ability to mentally exert themselves and withstand trauma. Willpower acts as a reservoir of points which the character may expend to perform extraordinary acts, such as casting spells. Here are some examples:

  • Extra Effort: A player can spend 1 or more points of Willpower, and their character gains an equal amount on the current roll or defense. The player may decide to spend the Willpower before or after the dice are rolled.
  • Improvisation: A player can spend 1 point of Willpower to use their current skills and powers in new and creative ways. For example, a character who does not have the Finesse skill might use improvisation to pick a lock with their Science skill (using liquid nitrogen to break the lock, for example). The character could then attempt a roll to pick the lock with Science (Reason).
  • Inspiration: When all else fails, a player can spend 1 point of Willpower to make an intuitive leap and receive a hint from the GM on what to do next.
  • Rally: A player can spend 1 or more points of Willpower, and their character recovers an equal amount of Endurance.
  • Retcon: "Retcon" is short for "retroactive continuity": changing the past in some way that supports the current needs of the plot, subject to the GM's approval. For example, this can be a needed resource that had previously been overlooked ("If we only had a wheelbarrow..."). A good retcon should not overtly violate what has been established in the game.
  • Surge: A player can spend 1 point of Willpower, and one of the character's attributes increases by 1 for one round.

A character whose current Willpower has been reduced to 0 can speak and interact, but any action incurs a penalty (-3) and they may not take actions which require the expenditure of Willpower. Willpower may not be reduced below zero. A character with zero Willpower whose Willpower would be reduced further loses Endurance rather than Willpower.

Once per day, when the circumstances are appropriate, the character may invoke their motivations to restore their Willpower to full. The character may also recover half of their lost Willpower (rounded in the character's favour) by resting for about half an hour. After that, a character may only recover additional Willpower by getting a good night's sleep (or spending an equivalent period on meditation and study).

Power Level

Power Level represents the strength of a character's supernatural might, magical potency, or spiritual enlightenment. 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 cast spells or use any abilities which depend on Power Level (constant powers are unaffected). Power Level may not be reduced below zero.


Table: Power Level
Power Level General Effect Mass Area Range
0 0 25 kg 0 m radius 0 m
1 1 35 kg 1 m radius 10 m
2 2 55 kg 1 m radius 10 m
3 3 80 kg 1 m radius 10 m
4 4 120 kg 1 m radius 10 m
5 6 170 kg 1 m radius 10 m
6 8 260 kg 1 m radius 10 m
7 12 380 kg 10 m radius 100 m
8 16 550 kg 10 m radius 100 m
9 24 980 kg 10 m radius 100 m
10 32 1,700 kg 10 m radius 100 m