Opening Post: Character Creation
User | Total |
---|---|
CoatRackRanger | 22 |
Total PT in a Traits Linked to a Stat | That Stat's Value |
1 PT | 1 |
3 PT | 2 |
6 PT | 3 |
10 PT | 4 |
15 PT | 5 |
21 PT | 6 |
28 PT | 7 |
And so on… | And so forth... |
Mastery Level | Lesser | Intermediate | Greater |
Rough | 2 Minor Actions | 1 Major Action | 3 Major Actions |
Refined | 1 Minor Action | 2 Minor Actions | 2 Major Actions |
Mastered | .5 Minor Actions | 1 Minor Action | 1 Major Actions |
Perfected | .25 Minor Actions | .5 Minor Actions | .5 Major Actions |
Mastery Level | Training Required | Ord Cost Modifier |
Rough | 0 | x2 |
Refined | 1 | x1 |
Mastered | 4 | /2 |
Perfected | 13 | /4 |
Range Descriptor | Meaning |
Close | You could reach out and touch, or stab, something close. |
Nearby | Something nearby is within conversation, or axe-throwing, distance |
Distant | Distant things are too far to talk but still within bowshot. |
Remote | On the horizon; beyond conventional weapon range. |
1 | Determine Base Cost |
2 | Add or Subtract Base Cost Modifiers |
3 | Multiply or Divide by Total Cost Modifiers |
4 | Add or Subtract Total Cost Modifiers |
Uses of Substats in Combat | What is Does | Mechanical Explanation |
Attack Speed | Accuracy of Attacks | When something you are attacking tries to Dodge, you compare your Attack Speed against its Movement. If its Movement is equal to or higher than your Attack Speed, the attack is a Graze, which deals half damage. If their Movement is more than twice your Attack Speed, the attack is a Miss instead. Attack Speed can also be so fast your opponent cannot react to it. If your Attack Speed is twice your target's Reflexes, they cannot take Reactions in response to the attack. Generally, unless there are adverse conditions or your target takes some kind of Reaction, you hit them when you attack them. |
Attack Speed | # of Attacks | Whenever you take the "attack" action on your turn, can sometimes make more than 1 attack. At 3 Attack Speed and every 2 Attack Speed thereafter, whenever you "attack," you will actually swing your weapon an additional time. This also affects this like Kunnas or other Attack-like effects. You don't automatically make more attacks, however, with high enough Attack Speed, you could hypothetically use multiple Attack-like Kunna Tricks on a single turn, playing for each individually. Alternately, you make a combination of Attack-like Kunna Tricks and actual attacks. |
Durability | Damage Resistance | Whenever you take Health damage from an effect, such as being cut with a weapon or lit on fire, take less damage equal to your Durability. |
Durability | Debuff Resistance | Whenever you are subject to a physical debuff, reduce the "amount" of that debuff by your Durability. For example, a blinding flash of light that reduces Senses by x which hit you would reduce your Senses by x – your Durability. What Durability decreases about a Debuff changes from Debuff to Debuff. For some, it will reduce the actual amount inflicted. For others, it will reduce the duration that an irreducible effect has. Generally, Durability should only be subtracted from an effect once. Alternately, some effects consider Durability to be a "Threshold." For example, most stunning effects will inflict x Stun on a target. When they reach Stun equal to their Durability, they lose their next round of actions. |
Movement | Movement Speed | Distance in combat is handled more or less narratively. Tracking exact positioning would add a pointless dimensions of complication. Instead, distance is referenced by categories, which can be seen in the rules of Trick Traits. However, sometimes it is useful to know how fast someone is, especially when considering whether one person is faster than another. Roughly, your Movement is how much you can move with one action in combat. Again, roughly, the distance categories in Trick Traits translate to these "distances" as a measure of how much Movement is required to traverse them. Close 0-2; Nearby 3-6; Distant 7-14; Remote 15+ So, if you are touching an opponent, and they move away with 3 Movement, you'd need to take 3 Actions at if you are moving at Movement 1 to reach them. |
Movement | Dodging | Dodging is the Reaction that you will always have. If you can see an attack coming, see Senses, and have Reactions left, see Reflexes, you can try to Dodge an attack. When Dodging, compare your Movement to the Attack Speed of the incoming attack. If it is higher than your Movement, you are hit by the attack and take full damage. If your Movement is equal or greater than the Attack Speed, the attack is a Graze and you take half damage. If your Movement is twice the incoming attack's Attack Speed, you dodge it entirely turning the attack into a Miss. Dodging is a Reaction but, as mentioned above, unlike other Reactions, it can be used more than once per round. |
Potency | Mental Power | Potency is how stronger your mental powers are. Potency determines the amount of damage deal with Kunna and other Hugr-based effects, as well as the amount of debuffs inflicted, rounds effects last, and more. Potency only affect opposed calculations. If a calculation is unopposed, it is affected by Hugr alone. Potency calculations are more closely explain in Tricks. |
Reflexes | Action Priority | In combat, once plans are submitted, the QM breaks them up into sequences of actions, single discrete moves that each character is taking, such as moving, attacking, using tricks, and so on. These sequences are laid alongside each other to determine rounds. A "round" is the set of 1st, 2nd, 3rd, and so on… actions taken by each combatant. Within each round, each combatant takes a turn to do their action. The order that those turns occur in is determined by Reflexes. Usually, this means that the characters with the highest Reflexes will act first within each individual turn but it also might mean that they can more readily prepare for the actions of others with lower Reflexes or advantageously interrupt or react to another's actions. In addition, if your Reflexes are more than twice the Reflexes of an opponent, at the start of combat, you get a free round of actions before they do. |
Reflexes | # Reactions | Each round you may only take so many Reactions. A Reaction is a quick response to something, usually an attack. Reactions are things like raising your shield to block, parrying with a weapon, or using any one of a number of Reaction Tricks that can be crafted under the Tricks guidelines. You may take 1 Reaction plus an additional Reaction at Reflexes 2 and every 2 Reflexes thereafter. Normally, you can only take a certain Reaction once a round. For instance, if you Block a first attack with your shield, you cannot block another attack with your shield until the next round in combat. Some Tricks, such as Quick Shield, break this limit allowing you to use a specific Reaction more than once. Dodging is another exception. You may always attempt to Dodge attacks as long as you have the Reactions remaining to do so. However, once you have run out of Reactions, attacks that target you will generally hit you, or hit armor that you are wearing. In addition, if you are attacked by someone with Attack Speed more than twice your Reflexes, they are simply too fast for you to React to at all. Finally, you cannot react to stimulus that you cannot perceive with your senses. |
Senses | Passive Perception | Passive Perception, Senses in general, is just about the level of detail that you get in your environment. 99% of the time it can be handled narratively. However, sometimes, you will need to determine if you can see something coming or make a close call on whether or not particular character can see a particular thing. Passive Perception represents the things that you notice without trying. Generally everything has a level of "Hidden." How Hidden something is how hard it is to perceive. Things can Hide themselves, such as by trying to be stealth, or be hidden by external conditions such as darkness or howling winds. Each of these conditions provides a numerical bonus to the Hidden score, for example someone untrained in Stealth trying to hide increases Hidden by 1. The most common modifier for Hidden is proximity. Things that at close to you have a -1 penalty, things that are nearby have a +0 and things that are remote or distant have a larger bonus. Exceptionally large things may have a Hidden penalty, and exceptionally small things may have a Hidden bonus. Stealth Traits increase the amount that hiding improves your Hidden score, allow you to hide in additional circumstances, or provide other benefits to going unseen. To determine the effect of Passive Perception, compare your Perception to how Hidden everything in your vicinity is. If your Perception is equal or greater to how Hidden that thing is, you are vaguely aware of it. |
Senses | Active Perception | If you are aware of something, such as through Passive Perception, but need more details about it, Active Perception allows you to get them. Generally, you choose one or more things you are vaguely aware of to get more details about. This happens exceptionally quickly and usually automatically. If your Passive Perception becomes aware of someone sneaking up on you, it is generally assumed that you whirl around to look at them. However, you can scrutinize things more closely with Active Perception as an action. Scrutinizing closely generally doubles your Senses for the narrative purpose of getting details but halves your Senses with regards to everything you aren't focusing on. Scrutinizing can be used to mitigate environmental disadvantages as well, such as Passively hearing someone sneaking around in the dark and scrutinizing that sound with your eyes to make out more details. |
Spiritual Defenses | Integrity Damage Resistance | As Durability but for spiritual effects. |
Spiritual Defenses | Sou Debuff Resistance | As Durability but for spiritual effects. |
Strength | Physical Power | Strength is how strong your body is. Like Potency, Strength determines the general power of your Tricks, although Strength affects combat tricks instead. When used to determine the effectiveness of Combat Tricks, Strength is only used to determine opposed effects. If an effect is unopposed, its power is determined by Hamr alone. Strength also determines the damage that you deal when simply attacking someone. Generally, each type of weapon will deal damage equal to .5 x Tier + x% of your Strength. Larger weapons are more unwieldy but add a greater portion. Strength is also used for contests of power. For example, if you are trying to push someone over, you compare your Strength to theirs, possibly with other modifiers due to terrain, circumstance, or size. If your Strength is higher, you might succeed in pushing them over. |
Tactics | Analyze Others | Once all combatants have submitted their plans, the Tactics of all combatants will be compared. For each combatant that has a lower Tactics score than you, you will get some information about what they their plan is and what they intend to do. You will get more information about an enemy's intentions, the greater your Tactics exceeds theirs. For example, exceeding a foe's tactics by 1 gives you a general idea while exceeding a foe's tactics by 4-5 would basically let you look at their plan. Once Tactical information has been exchanged, combatants may modify their plans so a degree, although wide-sweeping changes are bad form. After any tactical modification have been made, plans are finalized and that act of combat beings. Tactics is also useful in social situations, as it has a similar effect with regards to desires and motivations as it does to plans to kills someone. |
Tactics | Resist Analysis | See Analyze Others above. Your Tactics is both how much information you get about others and how hard it is to get information about you. |
Willpower | Sanity Damage Resistance | As Durability but for mental effects. |
Willpower | Mental Debuff Resistance | As Durability but for mental effects. |
So, you get one Major and one Minor Twist every time you increase your Hugr.
So, you get one Major and one Minor Twist every time you increase your Hugr.
Or, well, you do when you get your first point of Hugr, afterwards you can also decide to increase the effects of existing Twists, though I'm not sure the exact mechanics of that are correctly written down above at the moment.
You do not need to spend PT on increasing Hamr, Hugr or Fylgja directly.Hamr:0 Swordplay 1, Scarhaven (Kenning) Cyrthraul survived a fight that by no rights he was supposed to. +.5 Durability and +2 Health per Tier. 1/season per Tier, when Cyrthraul would be reduced to 0 or negative health, he is reduced to 1 instead.
Hugr:1 Blood Kunna 1, Fleshmending 1
Thanks for the catch.You do not need to spend PT on increasing Hamr, Hugr or Fylgja directly.
Instead, you track how many PT you have spent on Traits linked to each stat, and, when you have spent a certain amount of PT on Traits linked to a given stat, you increase that stat automatically.
The thresholds for that are 1 PT, 3 PT, 6 PT, 10 PT and so on. These are total PT spent, so in your case right now you would have Hamr and Hugr both at 1 and both would need you to spend one more PT on them to increase that stat to 2. You also have one PT free (which you could also spent on a Fylgja-linked Trait to increase your Fylgja to 1 as well).
... I just had a really funny idea. I might give this a go, especially if the numbers are locked to a reasonable number.