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.
A little place to brainstorm and possibly work out rules for a little thing called the Therion RPG
Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts
Sunday, July 18, 2010
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?
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?
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