Characters: Difference between revisions

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=== Values and Calculations ===
=== Values and Calculations ===
Every stat can have a value between 0 and 100, though past 60 is usually only reachable under special conditions. When a creature is born, it starts off with 0 in every stat, which will linearly increase to its desired base values while reaching adulthood.
Every stat can have a value between 0 and 100, though past 50 is usually only reachable under special conditions. When a creature is born, it starts off with 0 in every stat, which will linearly increase to its desired base values while reaching adulthood.


==== Base Values ====
==== Base Values ====
Base values are set during a character's creation. A total of 100 points can be distributed between the six main attributes. However, a base value can not surpass 30, the potential of the character, and can not be negative.
Base values are set during a character's creation. A total of 60 points can be distributed between the six main attributes. However, a base value can not surpass 30, the potential of the character, and can not be negative.


==== Value Meaning ====
==== Value Meaning ====
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==== Leveling ====
As Characters grow in strength, they can enhance their stats by their growth rate for each attribute. Up until level 9, characters can choose three different attributes per level up to improve by it's growth rate. From level 11 to 19 they can choose two attributes. From 21 and onwards, one attribute per level up. Every 10 levels, characters can freely choose three attributes to increase, including the same attribute multiple times. A stat that has reached its full potential for that character can no longer be increased until level 50. From level 50 onward, a full potential attribute can be further increased by half its growth rate rounded up. A stat value of 90 and above can only be increased by one per level up, no matter its growth rate (this includes the ten interval levels, meaning even if you choose the same 90+ attribute thrice, it will only go up by one in total.
A Characters level is independent from their class Level, which improves in its own pace. As the class level of a character improve, the characters will improve according to the classes leveling description.


=== General Skill Modifier ===
=== General Skill Modifier ===
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== Leveling ==
=== Adventure Experience ===
Whenever characters defeat a creature, complete a mission or fulfil any other kind of deed, they gain Adventure Experience (AE). AE can be accumulated indefinitely and only be spent while sleeping. Characters can spent AE to gain the following benefits.
==== Character-Level ====
A Character can decide to spent his AE to level up. The cost of this will increase each time and is the primary way for characters to increase their power. When a Character levels up all of his attributes will increase by its growth value and he can choose one of his class-levels to increase as well. An overview of how much this costs will follow in the future.
==== Unique Traits ====
A unique trait is an ability, a passive feature or even a skill a character can unlock for AE. The cost of this will increase rapidly after each purchase. While there are common traits, many traits have some special requirements which can be found on each traits description.
==== Temporary Boosts ====
A Character can choose to buff one of his abilities until the next time he goes to sleep by his own will. This will increase the Value of the chosen attribute by either +10, +20 or +30, depending on the strength of the buff chosen. There can only ever be one temporary boost active on one character at any given time.
=== Campaign Achievements ===
An alternative way for characters to level up is by playing with campaign achievements. Whenever certain situations are resolved during a campaign, the game master can decide to grant the players a level up or a trait of their choice. The players can then apply this during their next sleeping rest.


== Characteristics ==
== Characteristics ==

Revision as of 00:54, 26 March 2024

Every creature on Tael is a character in its own story, and every character consists of various attributes and abilities that make each character unique in its own way.

Attributes

Each character has a set of attributes with different values

Attribute Description
Body Strength The Physical strength of a character. This value determines how much force a character can create through his body.
Agility The speed and dexterity of a character. This value determines how much control the character has over his body regarding fine and specific motions.
Stamina The physical limits of a character. This value determines how much the character's body can withstand under exhausting conditions.
Soul Intelligence The theoretical knowledge of a character. This value determines the character's knowledge of learnable topics like history or magic.
Wisdom The practical knowledge of a character. This value determines the character's understanding of the general workings of the world.
Charisma The social abilities of a character. This value determines how well this character can interact with other characters.

Potential and Capacity

Each Attribute is bound to a fixed potential and growth value, determining the rate of growth and upper possible limits of the values.

Potential

Potential determines the maximum value of its corresponding attribute. Body Potential is usually determined by a character's race, while the Soul Potential is usually determined by its background and heritage.

Growth

Growth determines how fast a character's attributes can grow over time. Just like Potential, its values are usually determined by the character's race for Body Growth and its race for Soul Growth.

Values and Calculations

Every stat can have a value between 0 and 100, though past 50 is usually only reachable under special conditions. When a creature is born, it starts off with 0 in every stat, which will linearly increase to its desired base values while reaching adulthood.

Base Values

Base values are set during a character's creation. A total of 60 points can be distributed between the six main attributes. However, a base value can not surpass 30, the potential of the character, and can not be negative.

Value Meaning

The values represent the base modifier for that stat. The table below shows the Modifier for each value. A value of Zero for Attribute Checks means it will always automatically fail.

Stat Value Modifier Stat Value Modifier Stat Value Modifier
0 -10 + Auto-Fail 10 1 55 11
1 -8 14 2 60 12
2 -7 18 3 65 13
3 -6 22 4 70 14
4 -5 26 5 75 15
5 -4 30 6 80 16
6 -3 34 6 85 17
7 -2 38 7 90 18
8 -1 42 8 95 19
9 0 48 9 100 20
50 10

General Skill Modifier

With increasing Character Level, a character's general knowledge of everything will increase. The General Skill Modifier is a Modifier that can be applied to almost all Skill-Checks. This table shows the growth of the General Skill per Character Level.

Character Level General Skill Modifier
1 0
5 1
10 2
15 3
20 4
30 5

Willpower

Willpower is a special Attribute that is always scaled off of your at character creation selected driving attribute. It is considered the attribute that drives your character forward and he sees as most important to him to improve. The Willpower-Modifier scales the same as any other stat.

Sub-Attributes

Some Attributes combined result in a sub-attribute, whose total value is determined by the average of its corresponding main-attributes rounded up.

Strength Agility Stamina Intelligence Wisdom Charisma
Strength Acrobatics Constitution Intimidation
Agility Initiatve Combat Dodging

Sneaking

Acting
Stamina Negotiating
Intelligence Investigation Survival

Magic

Storytelling
Wisdom Perception Persuasion
Charisma

Leveling

Adventure Experience

Whenever characters defeat a creature, complete a mission or fulfil any other kind of deed, they gain Adventure Experience (AE). AE can be accumulated indefinitely and only be spent while sleeping. Characters can spent AE to gain the following benefits.

Character-Level

A Character can decide to spent his AE to level up. The cost of this will increase each time and is the primary way for characters to increase their power. When a Character levels up all of his attributes will increase by its growth value and he can choose one of his class-levels to increase as well. An overview of how much this costs will follow in the future.

Unique Traits

A unique trait is an ability, a passive feature or even a skill a character can unlock for AE. The cost of this will increase rapidly after each purchase. While there are common traits, many traits have some special requirements which can be found on each traits description.

Temporary Boosts

A Character can choose to buff one of his abilities until the next time he goes to sleep by his own will. This will increase the Value of the chosen attribute by either +10, +20 or +30, depending on the strength of the buff chosen. There can only ever be one temporary boost active on one character at any given time.

Campaign Achievements

An alternative way for characters to level up is by playing with campaign achievements. Whenever certain situations are resolved during a campaign, the game master can decide to grant the players a level up or a trait of their choice. The players can then apply this during their next sleeping rest.

Characteristics

Every Character additionally also has some characteristics that determine its general morale and other abilities.

Alignment

Main article: Alignments

The Alignment of a Character determines its general decision making.

Skills

Skills determine which main- or sub-attributes are enhanced due to specific training or learning, or even by natural inheritance. It can also show if characters are knowledgable in the use of certain items or schools of magic.

Being skilled in a sub-attribute means that the character will take the highest attribute as the value instead of the average of the two.

Specialization

A character can specialize in certain sub-attributes, making them extra knowledgable or proficient in it. A specialization means the character can roll checks made for that sub-attribute twice and choose the better result. index.php?title=Category:Gameplay