Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

Sunday, July 18, 2010

first draft: basic character stats

Attribute Stats

A Therion human character possesses four stats: Strength, Agility, Fortitude and Psyche. These stats serve the following functions --

Strength: hitting, lifting, carrying. about what you would expect. affects attacking and damage.
Agility: maneuverability, "grace" if you will. affects dodging.
Fortitude: ability to take physical punishment. affects hit points, resistance to poison.
Psyche: mental fortitude and awareness. affects initiative (and magic).

A starting-level character has a score of 1 in all four stats and 8 points to distribute amongst them. Human average for a stat is 3, and no stat may be raised higher than 5.

Modifiers: The modifier each stat offers is equal to the stat divided by two. The result is rounded to the nearest whole number. A stat of 1 results in a modifier of -1.


Hit Points

Starting hit points for a human (without factoring in a therion companion) are equal to 10 plus any Fortitude modifier.


Armour

The Armour stat reflects an ability to shrug off damage. A human, being a rather squishy thing, has an unmodified Armour stat of 0. Equipment (such as, obviously, armour), and similar additions raise the Armour stat; a therion companion likewise raises Armour when applicable.

Mystic Armour

In a game that allows magic, psionics, and similar antics, a Mystic Armour stat may be included. Mystic Armour reflects the character's ability to resist the effects of hostile enchantments (or what have you); its starting score is equal to the character's Psyche modifier and may be raised by special equipment or the effects of certain spells.

Saturday, July 17, 2010

stats

Always a tricky subject. I don't want to just borrow D&D stats.

One possible setup:

STR(ength): brute power; lifting, carrying, breaking, hitting
DEX(derity): ability to manipulate objects, tinker
AGI(lity): speed, maneuverability
FOR(titude): physical "oomph"; ability to roll with punches, survive poison and disease
MIN(d): cleverness, aptitude, ability to catch on fast

They could be rolled for (how many dice? what kind?) but a point-spread is appealing. Possibly starting with a certain number across all scores + a small pool of points to distribute, with a stat cap.


Other stats:

- Armour. Should it start at a certain value, or not? The former allows for a base Armour for a human and other options for beasts

- Attack Value. Should vary by mode of attack (weapon type, beast attack) if at all possible. Perhaps all beasts have a default value but some have a "special attack" as their particular trick.

- Hit Points. Or Wound Levels. Or something. This one needs the most thought of all, at the moment ... Two pools to track? A combined pool?