Difference between revisions of "Attributes (Ownage)"

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===== Focus =====
 
===== Focus =====
  
===== Animus ===== represents the capacity to harness the power of one's soul directly, bypassing reliance on the side-effects of its power. While undeniably potent, this is extremely dangerous. If one loses control of their Animus their soul's energy begins uncontrollably dissipating, searing them with the power they've unleashed upon themselves.
+
===== Animus =====
 +
represents the capacity to harness the power of one's soul directly, bypassing reliance on the side-effects of its power. While undeniably potent, this is extremely dangerous. If one loses control of their Animus their soul's energy begins uncontrollably dissipating, searing them with the power they've unleashed upon themselves.
 
* Some abilities specify Animus costs. Whenever you spend Animus, roll (Anima)k(Anima). 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.
 
* Some abilities specify Animus costs. Whenever you spend Animus, roll (Anima)k(Anima). 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 in the vast majority of cases the person bursts into flames. Noteworthy variations have been rising internal body temperature resulting in organ failure, progressive disintegration, and liquification.
 
* Exactly how the damage from this overload of energy manifests varies, though in the vast majority of cases the person bursts into flames. Noteworthy variations have been rising internal body temperature resulting in organ failure, progressive disintegration, and liquification.

Revision as of 19:27, 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. Mechanic A:

  • Everyone has five Aura Levels. Whenever someone expends Aura, they make an Aura Roll. If the result is below their total Aura expenditure so far they drop to the next Aura Level, and their spent Aura is reset to 0. A person at AL0 may not spend Aura.
  • At the end of every round of combat all paricipants regain one Aura Level; if they have not depleted any, their expended energy is set to 0.

Mechanic B:

  • In battle, everyone begins at Aura Level 1. Whenever someone expends Aura, they make an Aura Roll. If the result is below their total Aura expenditure so far they drop to the next Aura Level, and their spent Aura is reset to 0. A person at AL0 may not spend Aura. Some abilities may not be used until a person's Aura Level has reached a certain point.
  • At the end of every round of combat, the Aura Level of all participants is increaseh by one. A person's Aura Level may never exceed their Anima.
Focus
Animus

represents the capacity to harness the power of one's soul directly, bypassing reliance on the side-effects of its power. While undeniably potent, this is extremely dangerous. If one loses control of their Animus their soul's energy begins uncontrollably dissipating, searing them with the power they've unleashed upon themselves.

  • Some abilities specify Animus costs. Whenever you spend Animus, roll (Anima)k(Anima). 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 in the vast majority of cases the person bursts into flames. Noteworthy variations have been rising internal body temperature resulting in organ failure, progressive disintegration, and liquification.

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
OwnageTo Slay God