Tuesday, June 18, 2013

Basic Character Stats

The ability scores are inspired with ideas from D&D and WOD.

STRENGTH (Str) active physicality
ENDURANCE (End) passive physicality
HEALTH (Hea) physical well-being

SOCIAL (Soc) active social ability 
CHARM (Cha) passive social ability 
REPUTATION (Rep) social well-being

WITS (Wit) active intelligence
WISDOM (Wis) passive intelligence
WILL (Wil) mental well-being

PERCEPTION
KNOWLEDGE
REFLEX
ASSETS

ARCANA (Arc) active magic ability
KI (Ki) passive magic ability
MANA (Man) magical well-being
SPELLS (Spe) spells known, flavor of magic

TEMPLATES- overall, long-term experiences influencing skills; "class"
SKILLS- specialization and training
ABILITIES- activated special abilities, usually linked to skills; "feats" or "spells"

Abilities are measured from 1-5, with 0 being a handicap, 1 being weak, 2 being average, 3 being good, 4 being very good, and 5 being extremely good. 

Ability points are then applied to a racial matrix, which determines actual ability scores. Each point represents +5 to the ability matrix, while a score of 0 implies a -10. The racial matrix determines size, movement types and speed, senses, cultures... lots of stuff. Also, men and women in humans and other races are different. In humans, men have a bonus (+10) to physical and women a bonus (+10) to social stats. If someone does not want to play cisgender, they can choose the neutral build of that race, which divides bonuses equally. 

The well-being of a set of stats determines whether the character can work at peak performance or not. Each time the character sustains damage (social, physical, or mental), that damage reduces the efficacy of that range of abilities. Characters reduced to 0 Health are bed-ridden, those with a Reputation of 0 are ostracized, and those with a Will 0 suffer a mental breakdown and are possibly catatonic. An injured character will not function at peak capacity. 

I like the idea of a triangle of physical abilities, allowing for 4 basic physical builds (Athlete, Runner, Tank, Average). 

Training can allow a character to regain peak levels and perhaps surpass them. If a character functions at past-peak level for an extended period of time, their peak can be increased, but this is fairly difficult.

Knowledge, Assets, Reflex, and Perception are problematic because they don't fall easily into the Mental-Physical-Social paradigm. They all effect more than just themselves. Reflex can be social quickness, Assets can pay for education (Knowledge), and Perception can aid mental, social, AND physical traits.