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Attributes comprise a character's baseline level of ability across six measurements in ''[[The Domains of Dread]]'': <code>Strength</code>, <code>Constitution</code>, <code>Dexterity</code>, <code>Intelligence</code>, <code>Wisdom</code> and <code> | Attributes comprise a character's baseline level of ability across six measurements in ''[[The Domains of Dread]]'': <code>Strength</code>, <code>Constitution</code>, <code>Dexterity</code>, <code>Intelligence</code>, <code>Wisdom</code> and <code>Presence</code>. Their ''attribute score'' identifies to what level a character may be expected to perform at given conditions unforced and unaltered. | ||
For every 2 points an attribute score is above 10, their ''modifier'' increases and vice versa. For example, a character that possesses 16 <code> | For every 2 points an attribute score is above 10, their ''modifier'' increases and vice versa. For example, a character that possesses 16 <code>WIS</code> will have a <code>+3</code> modifier that influences any check, skill or roll which utilizes <code>WIS</code> in this way, just as their 8 in <code>PRS</code> means that they have <code>-1</code> in those circumstances involving <code>PRS</code>. | ||
A character may benefit from a soft bonus of up to <code>+10</code> in any given attribute, after which it will not be added to their total. Hard bonuses such as adjustments from race, background, template or features otherwise specified are not affected by this cap. | |||
== Attributes in ''The Domains of Dread'' == | == Attributes in ''The Domains of Dread'' == | ||
=== Strength <small>( | === Strength <small>(STR)</small> === | ||
<code>Strength</code> is the measure of the character's ability to exert physical power, their martial discipline and poise. Many melee [[Weapons|weapon]] types add a character's <code> | <code>Strength</code> is the measure of the character's ability to exert physical power, their martial discipline and poise. Many melee [[Weapons|weapon]] types add a character's <code>STR</code> modifier to their attack and damage matrixes, and influences maximum carrying capacity. | ||
=== Constitution <small>( | === Constitution <small>(CON)</small> === | ||
<code>Constitution</code> is the measure of the character's hardiness and ability to withstand system shock. The <code> | <code>Constitution</code> is the measure of the character's hardiness and ability to withstand system shock. The <code>CON</code> modifier is added to their <code>Fortitude</code> saves and has an influence on how quickly or slowly they become ''<code>[[Conditions and Status Effects|fatigued]]</code>'' and ''<code>exhausted</code>.'' When leveling up, a character's <code>Constitution</code> modifier is added to determine the final amount of <code>HP</code> added to their total <code>HP</code> pool. Hit dice always roll their target maximum for purposes of adding <code>HP</code> in ''The Domains of Dread.'' | ||
=== Dexterity <small>( | === Dexterity <small>(DEX)</small> === | ||
<code>Dexterity</code> is the measure of the character's ability to move deftly and with agility. Some melee weapon types and most ranged weapon types add a character's <code> | <code>Dexterity</code> is the measure of the character's ability to move deftly and with agility. Some melee weapon types and most ranged weapon types add a character's <code>DEX</code> modifier to their attack and damage matrixes, and a positive modifier is added to their base [[Armor|Armor Class]] when not ''<code>flatfooted</code>'' or otherwise denied this bonus. It is added to a character's <code>Reflex</code> save. | ||
=== Intelligence <small>( | === Intelligence <small>(INT)</small> === | ||
<code>Intelligence</code> is the measure of the character's ability to recall and organize information. Though characters who lack <code> | <code>Intelligence</code> is the measure of the character's ability to recall and organize information. Though characters who lack <code>INT</code> are not required to be ignorant or illiterate, they will have narrower fields of expertise and knowledge. A character's positive <code>INT</code> modifier increases their bank of fluent [[languages]] and speed of learning. | ||
=== Wisdom <small>( | === Wisdom <small>(WIS)</small> === | ||
<code>Wisdom</code> is the measure of the character's ability to rely on instinct and practice presence of mind. Important [[skills]] related to spotting, like [[Perception]], are tied to <code> | <code>Wisdom</code> is the measure of the character's ability to rely on instinct and practice presence of mind. Important [[skills]] related to spotting, like [[Perception]], are tied to <code>WIS</code>. It is added to a character's <code>Will</code> save. | ||
=== | === Presence <small>(PRS)</small> === | ||
<code> | <code>Presence</code> is the measure of the character's ability to command attention, to project their vision, and overall force of personality. <code>PRS</code> is used for a plurality of social Skills as well as remaining an important factor in how a character appreciates or depreciates their [[Notoriety]]. |
Latest revision as of 00:44, 18 April 2025
Attributes comprise a character's baseline level of ability across six measurements in The Domains of Dread: Strength
, Constitution
, Dexterity
, Intelligence
, Wisdom
and Presence
. Their attribute score identifies to what level a character may be expected to perform at given conditions unforced and unaltered.
For every 2 points an attribute score is above 10, their modifier increases and vice versa. For example, a character that possesses 16 WIS
will have a +3
modifier that influences any check, skill or roll which utilizes WIS
in this way, just as their 8 in PRS
means that they have -1
in those circumstances involving PRS
.
A character may benefit from a soft bonus of up to +10
in any given attribute, after which it will not be added to their total. Hard bonuses such as adjustments from race, background, template or features otherwise specified are not affected by this cap.
Attributes in The Domains of Dread
Strength (STR)
Strength
is the measure of the character's ability to exert physical power, their martial discipline and poise. Many melee weapon types add a character's STR
modifier to their attack and damage matrixes, and influences maximum carrying capacity.
Constitution (CON)
Constitution
is the measure of the character's hardiness and ability to withstand system shock. The CON
modifier is added to their Fortitude
saves and has an influence on how quickly or slowly they become fatigued
and exhausted
. When leveling up, a character's Constitution
modifier is added to determine the final amount of HP
added to their total HP
pool. Hit dice always roll their target maximum for purposes of adding HP
in The Domains of Dread.
Dexterity (DEX)
Dexterity
is the measure of the character's ability to move deftly and with agility. Some melee weapon types and most ranged weapon types add a character's DEX
modifier to their attack and damage matrixes, and a positive modifier is added to their base Armor Class when not flatfooted
or otherwise denied this bonus. It is added to a character's Reflex
save.
Intelligence (INT)
Intelligence
is the measure of the character's ability to recall and organize information. Though characters who lack INT
are not required to be ignorant or illiterate, they will have narrower fields of expertise and knowledge. A character's positive INT
modifier increases their bank of fluent languages and speed of learning.
Wisdom (WIS)
Wisdom
is the measure of the character's ability to rely on instinct and practice presence of mind. Important skills related to spotting, like Perception, are tied to WIS
. It is added to a character's Will
save.
Presence (PRS)
Presence
is the measure of the character's ability to command attention, to project their vision, and overall force of personality. PRS
is used for a plurality of social Skills as well as remaining an important factor in how a character appreciates or depreciates their Notoriety.