Attributes: Difference between revisions

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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>Charisma</code>. Their ''attribute score'' identifies to what level a character may be expected to perform at given conditions unforced and unaltered.
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>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>Cha</code> means that they have <code>-1</code> in those circumstances involving <code>Cha</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>(Str)</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>Str</code> modifier to their attack and damage matrixes, and influences maximum carrying capacity.
<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>(Con)</small> ===
=== Constitution <small>(CON)</small> ===
<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.''
<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>(Dex)</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>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.
<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>(Int)</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>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.
<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>(Wis)</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>Wis</code>. It is added to a character's <code>Will</code> save.
<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.


=== Charisma <small>(Cha)</small> ===
=== Presence <small>(PRS)</small> ===
<code>Charisma</code> is the measure of the character's ability to persuade others, force of personality, and overall presence. Characters do not require <code>Cha</code> in order to be attractive or lack thereof to be physically unappealing, but should factor their <code>Cha</code> in how they "even the score" in terms of personal mannerisms or matters of speech.
<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.