Characters

From Tael
Revision as of 20:21, 26 March 2024 by Larame (talk | contribs)
Jump to navigation Jump to search

Every creature on Tael is a character in its own story, and each character has various attributes and abilities that make it unique.

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.

Growth Values

Growth values are calculated by multiplying the character's level with his growth factor. The total will be added to the base value. The result of these two can not exceed the character's potential in that attribute.

Bonus Values

Bonus values are additional values that can be added on top of the base and growth value totals. The addition of the bonus values can exceed the character's potential in that attribute.

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 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 selected driving attribute during character creation. It is considered the attribute that drives your character forward and is seen as most important for 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 Brute force Martial Combat Constitution Athletics Pain tolerance Intimidation
Agility Initiative Acrobatics Precision Dodging

Sneaking

Acting
Stamina Endurance Researching Survival Negotiating
Intelligence Investigation Magic Storytelling
Wisdom Perception Persuasion
Charisma Charm

Leveling

Adventure Experience

Whenever characters defeat a creature, complete a mission, or fulfill any other kind of deed, they gain Adventure Experience (AE). AE can be accumulated indefinitely and only be spent while sleeping. Characters can spend 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 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. They can also show whether characters are knowledgeable about 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 knowledgeable or proficient in them. Specialization means the character can roll checks made for that sub-attribute twice and choose the better result.