Editing FANGS: Attributes

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 +
noacelsitm
 
[[Category:FANGS]]
 
[[Category:FANGS]]
 
[[Category:Character Creation]]
 
[[Category:Character Creation]]
Line 54: Line 55:
 
::Example: ''Saul has 14 ST and a SZ of 11. He has a DM of +1. Gru has 15 ST, but is also SZ 11, so his DM is also +1. Jurgo the Troll, on the other hand, has a SZ of 20 and a ST of 25. His DM is +5. Extrapolating from the above table, if Dagonamalix the Dragon had a STR of 40 and a SZ of 40, he would have a DM of +10.''
 
::Example: ''Saul has 14 ST and a SZ of 11. He has a DM of +1. Gru has 15 ST, but is also SZ 11, so his DM is also +1. Jurgo the Troll, on the other hand, has a SZ of 20 and a ST of 25. His DM is +5. Extrapolating from the above table, if Dagonamalix the Dragon had a STR of 40 and a SZ of 40, he would have a DM of +10.''
  
The Damage Modifier is the MAXIMUM DAMAGE a character can add to his hand-to-hand and thrown weapon damage. When determining the actual damage, use some die or combination of dice whose maximum is equal to the DM. If the DM is an odd number, pick dice that can add up to the DM –1 and just add 1 to the result.
+
The Damage Modifier is the MAXIMUM DAMAGE a character can add to his hand-to-hand and thrown weapon damage. When determining the actual damage, use some die or combination of dice whose maximum is equal to the DM. If the DM is an odd number, pick dice that can add up to the DM –1 and just add 1 to the result.
  
 
::Example: ''Saul is using a Broadsword that does d8+2 damage. His DM allows him to add +1 to that roll, for a total damage of 1d8+3. Jurgo gets to add +5 to his maximum damage, so the simplest way to handle that is to roll an extra d4 along with his weapon damage. If he is using a Greatsword (2d8), the player rolls 2d8+1d4+1 to get the result. Dagonamalix the Dragon adds +10, so the GM decides to do normal claw damage (d6) and add 1d6 and 1d4 (maximum result of 10) to the damage.''
 
::Example: ''Saul is using a Broadsword that does d8+2 damage. His DM allows him to add +1 to that roll, for a total damage of 1d8+3. Jurgo gets to add +5 to his maximum damage, so the simplest way to handle that is to roll an extra d4 along with his weapon damage. If he is using a Greatsword (2d8), the player rolls 2d8+1d4+1 to get the result. Dagonamalix the Dragon adds +10, so the GM decides to do normal claw damage (d6) and add 1d6 and 1d4 (maximum result of 10) to the damage.''
  
*'''Movement or MV'''Movement is dependent on the character’s Strength (ST), Health (Constitution, or CN), and Size (SZ). In this case, SZ is a detriment. The formula is: (ST + CN SZ). Thus if a character has 12 in each characteristic, he has a movement of 12. When figuring ¼ MV or ½ MV round up in the character’s favor.
+
*'''Movement or MV'''– Movement is dependent on the character’s Strength (ST), Health (Constitution, or CN), and Size (SZ). In this case, SZ is a detriment. The formula is: (ST + CN – SZ). Thus if a character has 12 in each characteristic, he has a movement of 12. When figuring ¼ MV or ½ MV round up in the character’s favor.
  
::Example: ''Saul has 14 ST, 12 CN and SZ 11. 26-11 = 15. His ¼ move = 4; his ½ move = 8.''
+
::Example: ''Saul has 14 ST, 12 CN and SZ 11. 26-11 = 15. His ¼ move = 4; his ½ move = 8.''
  
 
*'''Dodge Roll'''-- Characters can dodge when they see something coming from a distance, such as a falling rock or charging bear, and concentrate on getting out of the way. Your character's Dodge Roll is the average (rounding up) of his IN, PW, and AG (simulating your ability to perceive the danger, and then take action to avoid it). In certain situations the GM may ask you for a Dodge roll with a modifier. A typical Dodge roll would have no modifier, but a modifier of -5 or -10 may be required for a difficult escape. During combat you can request a Dodge Roll during the "statement of intent" phase of combat or as an emergency response if the character has not yet moved. However, once the character has Dodged, during that combat round the character may not attack (although he may parry) because he is concentrating on avoiding damage.
 
*'''Dodge Roll'''-- Characters can dodge when they see something coming from a distance, such as a falling rock or charging bear, and concentrate on getting out of the way. Your character's Dodge Roll is the average (rounding up) of his IN, PW, and AG (simulating your ability to perceive the danger, and then take action to avoid it). In certain situations the GM may ask you for a Dodge roll with a modifier. A typical Dodge roll would have no modifier, but a modifier of -5 or -10 may be required for a difficult escape. During combat you can request a Dodge Roll during the "statement of intent" phase of combat or as an emergency response if the character has not yet moved. However, once the character has Dodged, during that combat round the character may not attack (although he may parry) because he is concentrating on avoiding damage.
Line 76: Line 77:
 
==Increased and Decreased Attributes==
 
==Increased and Decreased Attributes==
  
It is possible to increase an Attribute such as MV or DM. The cost is variable and depends on the cost of the Characteristics the Attribute is based on. To increase a character’s Attribute by 1, the player must spend character points equal to ½ the cost raising the highest one of the contributing Characteristics by 1.
+
It is possible to increase an Attribute such as MV or DM. The cost is variable and depends on the cost of the Characteristics the Attribute is based on. To increase a character’s Attribute by 1, the player must spend character points equal to ½ the cost raising the highest one of the contributing Characteristics by 1.
  
:Example: ''Saul wants to increase his MV from 15 to 17, which would give him a ½ move of 9 instead of 8. His highest contributing Characteristic is ST, which is 14. To increase his ST to 15 would cost the player 15 character points, which means increasing his MV would cost 7 (rounding in the player’s favor). However, the player wants to increase the movement by 2, so the cost is 14 (based on the cost of one point).''
+
:Example: ''Saul wants to increase his MV from 15 to 17, which would give him a ½ move of 9 instead of 8. His highest contributing Characteristic is ST, which is 14. To increase his ST to 15 would cost the player 15 character points, which means increasing his MV would cost 7 (rounding in the player’s favor). However, the player wants to increase the movement by 2, so the cost is 14 (based on the cost of one point).''
  
Similarly, a character’s Attribute can be decreased through the same mechanism. The benefit received, however, is based on reducing the Characteristic from its starting point at 10. So even if reducing the effect of a ST 18, the first MV pt reduced would only give 3 Disadvantage points (1/2 of 5, rounded up). However, for decreased Attributes, look at the total benefit of reducing the characteristic and halve that to get the disadvantage points for reducing the attribute.
+
Similarly, a character’s Attribute can be decreased through the same mechanism. The benefit received, however, is based on reducing the Characteristic from its starting point at 10. So even if reducing the effect of a ST 18, the first MV pt reduced would only give 3 Disadvantage points (1/2 of 5, rounded up). However, for decreased Attributes, look at the total benefit of reducing the characteristic and halve that to get the disadvantage points for reducing the attribute.
  
:Example: ''If Saul was a Dwarf, the player might feel his MV should be reduced. The player decides that reducing the MV from 15 to 11 is appropriate. That’s a reduction of 4 points, which would benefit the character 30 points if it was a reduced characteristic. The player gets 15 Disadvantage points.''
+
:Example: ''If Saul was a Dwarf, the player might feel his MV should be reduced. The player decides that reducing the MV from 15 to 11 is appropriate. That’s a reduction of 4 points, which would benefit the character 30 points if it was a reduced characteristic. The player gets 15 Disadvantage points.''
  
Any Attribute can be Increased or Reduced. The GM decides how many points can be increased or decreased on a character. The GM may mandate that certain characters must have increased or decreased Attributes, such as a Dwarf’s movement ability.
+
Any Attribute can be Increased or Reduced. The GM decides how many points can be increased or decreased on a character. The GM may mandate that certain characters must have increased or decreased Attributes, such as a Dwarf’s movement ability.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: