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## Atributes
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## Action points
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A character can store up to 480 action points (one in-game month, one in-real-life day).
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They are gained every three minutes.
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## Attributes
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Attributes define how a character is in its nature. These statistics are not supposed to change a lot during a character life. They are the only statistics that are transmitted through genetics.
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### Abilities generation
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### Attributes generation
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* `standard`: 3 best of 4d6 - __Implemented but not used__
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* `classic`: 3d6 - _Not implemented_
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* `heroic`: 2d6+6 - _Not implemented_
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... | ... | @@ -37,7 +41,12 @@ Carrying capacity: |
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* `medium(STR) = 3.5xSTR`
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* `heavy(STR) = 5xSTR`
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## Dexterity `DEX`
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### Constitution `CON`
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Constitution represents your character’s health and stamina.
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* Poison, disease
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* Combat resistance
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### Dexterity `DEX`
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Dexterity measures agility, reflexes, and balance.
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* Range combat (precision)
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* Dodge, reflex
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... | ... | @@ -48,12 +57,7 @@ Dexterity measures agility, reflexes, and balance. |
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* Stealth
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* Escape
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## Constitution `CON`
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Constitution represents your character’s health and stamina.
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* Poison, disease
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* Combat resistance
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## Intelligence `INT`
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### Intelligence `INT`
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Intelligence determines how well your character learns and reasons.
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* Languages known
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* Learning rate
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... | ... | @@ -62,7 +66,7 @@ Intelligence determines how well your character learns and reasons. |
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* Spell
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* Appraise (evaluate)
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## Wisdom `WIS`
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### Wisdom `WIS`
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Wisdom describes a character’s willpower, common sense, awareness, and intuition.
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* Will
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* Heal
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... | ... | @@ -71,7 +75,7 @@ Wisdom describes a character’s willpower, common sense, awareness, and intuiti |
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* Profession bonus
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* Sense motive
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## Charisma `CHA`
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### Charisma `CHA`
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Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance.
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* Bluff
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* Diplomacy
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