Difference between revisions of "Flamepunk: Mental Traits"

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==Social Combat Traits==
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==Mental Aptitude Traits==
  
This section describes the various social combat traits - you'll need at least one of these if you intend to be effective as a social combatant.
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This section describes the various aptitudes at which characters can specialise.
 
<br><br>
 
<br><br>
===Persuasion and Debate===
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===Knowledge ''(select field)''===
  
''This trait makes you more effective at using conversation to get your way, and also makes you able to counter the points made by your opponent, deconstructing arguments, pointing out fallacies and generally showing finesse and skill in duels of words.''
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''This trait represents increased knowledge in and skill in a specialist field. Examples include blacksmithy, history, geography, biology, elementals, etc. You must select the represented field when you take this trait, though you may take this trait several times to represent different areas of expertise.''
  
'''Untrained Level'''
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''Knowledge traits have some practical use, covering not just known information but also applicable skill. For example, a character with'' Knowledge (Blacksmithy) ''would not omly know about the history of his craft and the names of great smiths, but would also be skilled in forging a sword or a horseshoe.''
 
 
* At the Untrained level you can make a basic social attack, with a Hit Target of ''(5, 6)''.
 
* A basic "social dodge" made by an untrained combatant is a reflexive action that costs 1 action dice, and has the effect of removing 1 dice from the attackers rolled dice pool.
 
 
 
'''Proficient Level'''
 
 
 
* ''Parry Arguments:'' As a reflexive automatic action costing one dice you can remove up to two dice from the rolled dice pool of someone making a social attack against you, but each dice removed must have a face value of 4, 5 or 6.  
 
 
 
* ''Wordplay:'' When you make a social attack, you count a roll of ''(4, 5, 6)'' as a Hit Target number (instead of the usual ''(5, 6)'')
 
 
 
'''Expert Level'''
 
 
 
* ''Expert Parry Arguments:'' As a reflexive automatic action costing one dice you can remove up to three dice from the rolled dice pool of someone making a social attack against you, but each dice removed must have a face value of 4, 5 or 6.
 
 
 
* ''Subtle Persuasion'' When you make a social attack using unarmed attacks, you can choose to make it a subtle social attack. Subtle social attacks have a Hit Target number of ''(1, 2)'' instead of the usual Hit Target numbers.
 
  
'''Master Level'''
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''Note that if another specific trait seems to cover the same field as this, then as a rule of thumb you must use that trait instead. Also note that Knowledge skills should not generally have application within direct physical and social combat.''
 
 
* ''Flow of Argument:'' As a 0-dice automatic action you can change your goal in social combat. This has the same effect as "redirecting" an argument, but does not have a dice cost.
 
 
 
* ''Quick witted:'' Preparing an argument is a 1-dice automatic action for you, instead of the usual 3-dice.
 
<br><br>
 
===Charisma===
 
 
 
''Charisma is the direct route to getting things done in social combat. While not as subtle and finessed as persuasion, it works a lot quicker and thus can be a more useful trait for those who want to win their arguments quickly.''
 
  
 
'''Untrained Level'''
 
'''Untrained Level'''
  
* At the Untrained level you can make a basic social attack, with a Hit Target of ''(5, 6)''.
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* At the Untrained level knowledge checks have Target Hit Numbers of (5, 6).
* A basic "social dodge" made by an untrained combatant is a reflexive action that costs 1 action dice, and has the effect of removing 1 dice from the attackers rolled dice pool.
 
  
 
'''Proficient Level'''
 
'''Proficient Level'''
  
* ''Stubborn Mind:'' As a reflexive automatic action costing two dice you can remove two dice from the rolled dice pool of someone attacking you.
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* At the Proficient level knowledge checks have Target Hit Numbers of (4, 5, 6).
 
 
* ''Powerful words:'' If you hit with a social attack, add +1 to the Magnitude of the attack.
 
  
 
'''Expert Level'''
 
'''Expert Level'''
  
* ''Alpha Personality:'' As a reflexive automatic action costing X dice you can remove X dice from the rolled dice pool of someone attacking you.
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* At the Expert level knowledge checks have Target Hit Numbers of (3, 4, 5, 6).  
 
 
* ''Sway Crowds:'' You can attack any number of targets within communication range as a single attack action. Make a separate attack roll against each target, which each target can defend against separately. The defeat condition for all your targets must be the same.
 
  
 
'''Master Level'''
 
'''Master Level'''
  
* ''Affirmation of Dominance:'' If you make a successful Social Attack against a target, immediately regain 1 Will Point. Note that if you are using Sway Crowds, then you gain a Will Point for each successful attack you make.
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* At the Master level knowledge checks have Target Hit Numbers of (1, 2, 3, 4, 5, 6).
 
 
* ''Contempt of the Superior Soul:'' If you are the subject of a failed Social Attack, the attacker immediately loses 1 Will Point.
 
 
<br><br>
 
<br><br>
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==Mental Conditioning Traits==
 
 
==Social Specialisation Traits==
 
  
This section describes various traits that improve your character's overall social condition, and represent different directions of social training.
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This section describes various traits that improve your character's overall mental condition, and represent different directions of mental training.
 
<br><br>
 
<br><br>
===Attractive===
 
  
''This trait represents physical attractiveness, and can give a significant edge to certain forms of social combat.''
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===Battlefield Discipline===
 
 
''A character may never benefit from both Attractive trait and Fearsome trait on a single attack. That is, a character can choose to bring his Attractiveness into play on an attack, or his Fearsomeness, but not both.''
 
  
 +
This trait is only used if your GM is using the optional [[Flamepunk: Combining Social and Physical Combat|Combining Social and Physical Combat]] rules. Check with your GM whether these rules are active before taking this trait.
  
 
'''Untrained Level'''
 
'''Untrained Level'''
  
* This trait gives no benefit at the Untrained level.
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* This trait has no effect at the Untrained Level.
  
 
'''Proficient Level'''
 
'''Proficient Level'''
  
* If you hit with a Social Attack where your attractiveness gives you an edge (e.g. seduction, persuasion and most positive interactions), add +2 to the Magnitude of the attack.
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* Whenever you are successfully attacked with a ''Battlefield Psychology'' effect, reduce the Magnitude of that attack against you by 2.
  
 
'''Expert Level'''
 
'''Expert Level'''
  
* If you hit with a Social Attack where your attractiveness gives you an edge, add a further +2 to the Magnitude of the attack (for a total of +4).
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* You are entirely immune to ''Battlefield Psychology'' effects, and never lose Will Points to them.
  
 
'''Master Level'''
 
'''Master Level'''
  
* If you hit with a Social Attack where your attractiveness gives you an edge, add a further +4 to the Magnitude of the attack (for a total of +8.)
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* Whenever a character under your command is successfully attacked with a ''Battlefield Psychology'' effect, reduce the Magnitude of that attack against them by 2. Note that if the target character also has ''Proficient Level Battlefield Discipline'', then the effects are cumulative, for an effective total -4 to attack Magnitude.
 
<br><br>
 
<br><br>
===Determination===
 
  
''This trait represents that your character is especially stubborn, is particularly persistent, able to engage in many hours of debating without feeling worn out.''
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===Intelligence===
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''Simply put, you are smarter than other people. This trait improves ability to learn, recollection of knowledge and application of existing skills and knowledge. It also enhances creative tasks (such as writing or art), and ability to process information (for example, investigations, or assessing someone else's mood).''
  
 
'''Untrained Level'''
 
'''Untrained Level'''
  
* This trait gives no benefit at the Untrained level.
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* This trait has no effect at the Untrained Level.
  
 
'''Proficient Level'''
 
'''Proficient Level'''
  
* When a social combat ends with the defeat or withdrawal of all participants other than yourself, you regain +2 Will Points immediately. You do not gain this bonus if you ''relented'', or if you were ''defeated.''
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* Add +1 to the Magnitude of any successful roll that would be enhanced by your intelligence. This never improves rolls in physical combat or social combat.
  
 
'''Expert Level'''
 
'''Expert Level'''
  
* When a social combat ends with the defeat or withdrawal of all participants other than yourself, you regain an additional +2 Will Points immediately (for a total of 4 Will Points). You do not gain this bonus if you ''relented'', or if you were ''defeated.''
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* Add a further +1 to the Magnitude of any successful roll that would be enhanced by your intelligence (for a total of +2 Magnitude bonus). This never improves rolls in physical combat or social combat.
  
 
'''Master Level'''
 
'''Master Level'''
  
* When a social combat ends with the defeat or withdrawal of all participants other than yourself, you regain all lost Will Points immediately. You do not gain this bonus if you ''relented'', or if you were ''defeated.''
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* Add a further +2 to the Magnitude of any successful roll that would be enhanced by your intelligence (for a total of +4 Magnitude bonus). This never improves rolls in physical combat or social combat.
 
<br><br>
 
<br><br>
===Fearsome===
 
 
''This trait represents ability to intimidate, and fearsome mien, and can give a significant edge to certain forms of social combat.''
 
 
''A character may never benefit from both Attractive trait and Fearsome trait on a single attack. That is, a character can choose to bring his Attractiveness into play on an attack, or his Fearsomeness, but not both.''
 
 
'''Untrained Level'''
 
 
* This trait gives no benefit at the Untrained level.
 
 
'''Proficient Level'''
 
  
* If you hit with a Social Attack where your fearsomeness gives you an edge (e.g. intimidation, facedowns and most negative interactions), add +2 to the Magnitude of the attack.
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===Willpower===
  
'''Expert Level'''
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''This trait represents increased Willpower.''
 
 
* If you hit with a Social Attack where your fearsomeness gives you an edge, add a further +2 to the Magnitude of the attack (for a total of +4).
 
 
 
'''Master Level'''
 
 
 
* If you hit with a Social Attack where your fearsomeness gives you an edge, add a further +4 to the Magnitude of the attack (for a total of +8.)
 
<br><br>
 
===Stubborn===
 
 
 
''This trait makes you especially resilient against social attacks, unwilling to be swayed thanks to a code of honour, sheer stubborness of just exceptional willpower.''
 
  
 
'''Untrained Level'''
 
'''Untrained Level'''
  
* This trait gives no benefit at the Untrained level.
+
* At the Untrained level your starting and maximum ''Will Points'' is equal to your ''Focus'' plus your ''Pyros'' (normally this is 12 Will Points total).
  
 
'''Proficient Level'''
 
'''Proficient Level'''
  
* Reduce the magnitude of all social attacks that hit you by -1. An attack reduced to 0 Magnitude by this is considered unsuccessful.
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* At the Proficient level, add +3 to your starting Will Points.
  
 
'''Expert Level'''
 
'''Expert Level'''
  
* Reduce the magnitude of all social attacks that hit you by a further -1 (for a total of -2). An attack reduced to 0 Magnitude by this is considered unsuccessful.
+
* At the Expert level, add a further +3 to your starting Will Points (for +6 extra will points total).
  
 
'''Master Level'''
 
'''Master Level'''
  
* Reduce the magnitude of all social attacks that hit you by a further -2 (for a total of -4). An attack reduced to 0 Magnitude by this is considered unsuccessful.
+
* At the Master level, add a further +6 to your starting Will Points (for +12 extra will points total).
<br><br>
 
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<br><br>
  

Latest revision as of 08:35, 5 February 2008

Flamepunk:Main Page -> Flamepunk: Character Generation: The Forge -> Flamepunk: Mental Traits


Overview of Mental Traits[edit]

This page lists the Mental Traits available for you to purchase at character generation or with experience points.

Trait descriptions work as follows

Trait Name[edit]

The trait name is the header. Traits are divided by broad category for ease of reference, then arranged alphabetically.

A short description then follows.

Untrained Level

The information here describes what can be achieved with this trait at the Untrained level. Note that all characters can achieve the Untrained level by default.

Proficient Level

The information here describes what can be achieved with this trait at the Proficient level.

Expert Level

The information here describes what can be achieved with this trait at the Expert level.

Master Level

The information here describes what can be achieved with this trait at the Expert level.

It is worth noting that you can always use the effects of lower levels of skill than you possess. For example, an Expert in a trait can also use the listed effects from the Proficient and Untrained level.


Mental Aptitude Traits[edit]

This section describes the various aptitudes at which characters can specialise.

Knowledge (select field)[edit]

This trait represents increased knowledge in and skill in a specialist field. Examples include blacksmithy, history, geography, biology, elementals, etc. You must select the represented field when you take this trait, though you may take this trait several times to represent different areas of expertise.

Knowledge traits have some practical use, covering not just known information but also applicable skill. For example, a character with Knowledge (Blacksmithy) would not omly know about the history of his craft and the names of great smiths, but would also be skilled in forging a sword or a horseshoe.

Note that if another specific trait seems to cover the same field as this, then as a rule of thumb you must use that trait instead. Also note that Knowledge skills should not generally have application within direct physical and social combat.

Untrained Level

  • At the Untrained level knowledge checks have Target Hit Numbers of (5, 6).

Proficient Level

  • At the Proficient level knowledge checks have Target Hit Numbers of (4, 5, 6).

Expert Level

  • At the Expert level knowledge checks have Target Hit Numbers of (3, 4, 5, 6).

Master Level

  • At the Master level knowledge checks have Target Hit Numbers of (1, 2, 3, 4, 5, 6).



Mental Conditioning Traits[edit]

This section describes various traits that improve your character's overall mental condition, and represent different directions of mental training.

Battlefield Discipline[edit]

This trait is only used if your GM is using the optional Combining Social and Physical Combat rules. Check with your GM whether these rules are active before taking this trait.

Untrained Level

  • This trait has no effect at the Untrained Level.

Proficient Level

  • Whenever you are successfully attacked with a Battlefield Psychology effect, reduce the Magnitude of that attack against you by 2.

Expert Level

  • You are entirely immune to Battlefield Psychology effects, and never lose Will Points to them.

Master Level

  • Whenever a character under your command is successfully attacked with a Battlefield Psychology effect, reduce the Magnitude of that attack against them by 2. Note that if the target character also has Proficient Level Battlefield Discipline, then the effects are cumulative, for an effective total -4 to attack Magnitude.



Intelligence[edit]

Simply put, you are smarter than other people. This trait improves ability to learn, recollection of knowledge and application of existing skills and knowledge. It also enhances creative tasks (such as writing or art), and ability to process information (for example, investigations, or assessing someone else's mood).

Untrained Level

  • This trait has no effect at the Untrained Level.

Proficient Level

  • Add +1 to the Magnitude of any successful roll that would be enhanced by your intelligence. This never improves rolls in physical combat or social combat.

Expert Level

  • Add a further +1 to the Magnitude of any successful roll that would be enhanced by your intelligence (for a total of +2 Magnitude bonus). This never improves rolls in physical combat or social combat.

Master Level

  • Add a further +2 to the Magnitude of any successful roll that would be enhanced by your intelligence (for a total of +4 Magnitude bonus). This never improves rolls in physical combat or social combat.



Willpower[edit]

This trait represents increased Willpower.

Untrained Level

  • At the Untrained level your starting and maximum Will Points is equal to your Focus plus your Pyros (normally this is 12 Will Points total).

Proficient Level

  • At the Proficient level, add +3 to your starting Will Points.

Expert Level

  • At the Expert level, add a further +3 to your starting Will Points (for +6 extra will points total).

Master Level

  • At the Master level, add a further +6 to your starting Will Points (for +12 extra will points total).



Pages Related to this Topic:[edit]