Difference between revisions of "Attributes (Ownage)"
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− | + | While Anima is the strength of one's soul, Animus is the ability to harness that power directly. Animus is potent, but just as dangerous. If one loses control of their Animus their soul begins uncontrollably dissipating, searing the unfortunate individual with the power of their own spirit. | |
− | * Some abilities specify Animus costs. Whenever you spend Animus, | + | * Some abilities specify Animus costs. Like Aura, a running total of your spent Animus is kept. |
− | * Exactly how the damage from this overload of energy manifests varies, though | + | * Whenever you spend Animus, an [[Ownage_(Rolls)#Anima Roll|Anima Roll]] is made, with a [[Ownage_(Rolls)#Target Number|TN]] equal to your spent Animus. If you fail the ability still functions normally, but you have lost control of your Animus . Another roll is made every action, and until you succeed you may not spend Animus. On each action you are not in control, including the first, you drop down one Wound Level. |
+ | * Exactly how the damage from this overload of energy manifests varies, though the most common is spontaneous combustion. | ||
NTS: This section needs some serious rewriting. | NTS: This section needs some serious rewriting. |
Revision as of 20:43, 23 March 2007
Attributes are measurements of quantifiable aspects of your character.
Primary Attributes
These nine values (four Physical, four Mental, one Spiritual) are the core of a character's statistics.
Physical
Physique
in addition to physical strength, represents the resilience of your body. A high Physique score does not necessarily equate to rippling, well-defined muscles; in addition to the 'quality over quantity' aspect of that, it's a commonly observed fact that Awakened beings tend to have strength and stamina disproportionate to their appearances.
Agility
Beyond its namesake, this also measures (though not precisely) one's acceleration and maximum speed. High agility allows one to outmaneuver opponents, offering a variety of offensive and defensive applications.
Reflexes
Mental
Acumen
Awareness
Perception
Psyche
Spiritual
Anima
is the most difficult attribute to raise, and has fewer direct applications than most, but is also the single most influential characteristic. It represents the power of a being's soul, intangible but very rule. It is rare, but not unheard of.
- No attribute's base value may exceed your Anima or 4, whichever is higher.
- Skills may not exceed your Anima or 5, whichever is higher.
- You may not have more Aspects than your Anima.
Secondary Attributes
Wound Levels
Ten, modified by uniques and aspects.
Aura
All life produces an energy which is commonly known as ether, though that term vies for the position of most-used with Aura, though technically the latter term has a more specific use. Awakened beings can harness this byproduct of life, using it for most of their 'magical' acts. The amount they can hold at any one time, however, is limited; the personal field of energy that each keeps ready for use is known as their Aura. It's replenished naturally, without any effort being needed, as it would seem beings with awakened souls naturally draw this power to them.
- Under normal circumstances, people are considered to be at Aura Level 1.
- Keep track of all Aura costs; the total is your spent Aura. For example, if you used an ability that cost 3 Aura, and then another that cost 4 Aura, your spent Aura would be 7.
- Whenever someone expends Aura they make an Aura Roll. If the result is below their spent Aura they drop one Aura Level, and their spent Aura is reset to 0. A person at AL0 may not spend Aura.
- While it is possible to go about one's business at higher Aura Levels, it's less than safe to keep so much energy constantly activated. Every five minutes, a person takes 2 points of damage for every level their Aura is above 1.
- At the end of every round of combat, the Aura Level of all participants is increased by one; if they are at their maximum, their spent Aura is reset to 0. A person's maximum Aura Level is their Anima. Out of combat, this occurs once every five minutes.
Focus
Animus
While Anima is the strength of one's soul, Animus is the ability to harness that power directly. Animus is potent, but just as dangerous. If one loses control of their Animus their soul begins uncontrollably dissipating, searing the unfortunate individual with the power of their own spirit.
- Some abilities specify Animus costs. Like Aura, a running total of your spent Animus is kept.
- Whenever you spend Animus, an Anima Roll is made, with a TN equal to your spent Animus. If you fail the ability still functions normally, but you have lost control of your Animus . Another roll is made every action, and until you succeed you may not spend Animus. On each action you are not in control, including the first, you drop down one Wound Level.
- Exactly how the damage from this overload of energy manifests varies, though the most common is spontaneous combustion.
NTS: This section needs some serious rewriting.
Attribute Table
Damage Reduction | Aura | Will | Action Points | Phys Strike | Phys Damage | Magic Strike | Magic Damage | Evasion | Resistance? | |
Brawn | Yes | No | Yes | No | No | |||||
Agility | No | No | No | Yes | No | |||||
Reflexes | No | No | No | No | Yes | |||||
Psyche | No | Yes | No | No | Yes | No | ||||
Awareness | No | Yes | No | |||||||
Perception | Yes | No | Yes | No | No |
Raising Attributes
Primary attributes are increased by spending experience points; secondary attributes increase as the primary ones do. It becomes progressively harder to raise stats as they get higher. Beyond experience costs, you are limited by the fact that no attribute may be more than double your Spirit.
Attribute Level | Exp Cost | Total Exp Cost |
1 | 1 | 1 |
2 | 3 | 4 |
3 | 5 | 9 |
4 | 7 | 16 |
5 | 9 | 25 |
6 | 11 | 36 |
7 | 13 | 49 |
8 | 15 | 64 |
9 | 17 | 81 |
10 | 19 | 100 |
11 | 21 | 121 |
12 | 23 | 144 |
13 | 25 | 169 |
14 | 27 | 196 |
15 | 29 | 225 |
16 | 31 | 256 |
17 | 33 | 289 |
18 | 35 | 324 |
19 | 37 | 361 |
20 | 39 | 400 |
Spirit Level | Exp Cost | Total Exp Cost |
1 | 1 | 1 |
2 | 4 | 5 |
3 | 9 | 14 |
4 | 16 | 30 |
5 | 25 | 55 |
6 | 36 | 91 |
7 | 49 | 140 |
8 | 64 | 204 |
9 | 81 | 285 |
10 | 100 | 385 |
11 | 121 | 506 |
12 | 144 | 650 |
13 | 169 | 819 |
14 | 196 | 1015 |
15 | 225 | 1240 |
16 | 256 | 1496 |
17 | 289 | 1785 |
18 | 324 | 2109 |
19 | 361 | 2470 |
20 | 400 | 2870 |
Ownage • To Slay God |
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