Core Attributes

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Attributes

Attributes are designed as minimum/maximum deciders; they set an anchor for easy decisions of success and failure. Attributes are the base for anything from how much you can lift to how fast you can run. While some may argue against them, they are necessary for resolution without issue. Everything is based off of what is gauged as ‘human standard’.


The 11 Attributes

There are 11 standard Attributes broken into 3 categories: Primary (Physical and Mental), Secondary, and Tertiary. These Attributes are used to cover as much as possible of life and activities whether mental or physical. The 11 Attributes are Beauty, Charisma, Constitution, Coordination, Intelligence, Intuition, Racial, Reflex, Speed, Strength, and Wisdom.


Determining Attributes

To determine a character’s Attribute humans roll 3d6 for their Primary and Secondary Attributes but will not have ‘Racial’ as it is only gained by having special racial traits and as such only certain races and creature templates will have the Racial Attribute (see below for details).

Once each is rolled the OM decides whether Players can ‘rearrange’ these rolls (rather than the first roll is Beauty, second Charisma, third Constitution, etc) or if Players can ‘leech’ (one Attribute loses an amount and another Attribute gains it), but regardless of chosen style the OM should keep it to a minimum of 3 and a maximum of 18 for each Attribute.

Other races might have increases/detriments to certain Attributes (i.e. rolls 4d6 for an Attribute instead of 3d6, gains +2 or loses -2 to an Attribute) and will list as such. In the case of modified Attributes based on race the character would then have different minimums/maximums and the OM should keep that in mind.


I.e. an OM allows leeching, if the Player had rolled 13Beau, 9Str, and 8Con but did not want as high Beau they could give their Beau -5 and Str +1 and Con +4, thus the total of the rolls does not change but they get two Attributes where they want them.


The average Attributes of a human will be 10. Remember, the average of 3d6 is 10 (if you roll a d6 six times the total would statistically be 21 (1+2+3+4+5+6=21) and the average would be 3.5 (21/6=3.5) and 3.5 * 3 is 10.5 which following game rules rounds down to 10). An alternative to rolling Attributes an OM can let their Players ‘spend’ 105 Attribute Points in the 10Attributes as they see fit.


Difference Between Stat and Mod

There are two parts to an Attribute. The first is what you roll for, the Attribute Status Point (Stat). The second is half of the Attribute Status Point rounded down, the Attribute Modifier (Mod). The Stats are determined on character creation and increases/decreases throughout the character’s life and the Levelling process via effects such as poisons, Abilities, Spells, and Skills. The Mod is only there to more easily keep track of things that would be unbalanced if they used the Stat instead and to be kept in mind for easy calculations. It is important to know the difference between Stat and Mod because of their influence on differing aspects of the game.


Primary Attributes

These are the more important Attributes of the game. They determine Major Skills, Minor Skills, effects, attacks, and defences. They will almost always be in use when determining success or failure.

Physical

Constitution <Con>

Constitution is how much your body can withstand before succumbing to death or otherwise failing to continue physical activity.


As a Stat Determines starting HP and how much –HP you can have before death
As a Mod Determines HP gained per Level and base Physical Resistance


Coordination <Coord>

Coordination is your hand-eye co-ordination and ability to move in and to the places you desire in ways you desire.


As a Stat Determines starting WP
As a Mod Determines WP gained per Level and base AB


Reflex <Ref>

Reflex is the speed your body can move and your reaction time.


As a Stat N/A
As a Mod Determines base Avoidance Chance, DAP, Initiative, and NAR


Strength <Str>

Strength is how much weight lifting and physical force you can exude.


As a Stat Determines Break Chance and Lifting Capacity
As a Mod Determines Melee Damage bonus


Mental

Charisma <Cha>

Charisma is personal magnetism, your charm, your persuasive capabilities and social aptitude.


As a Stat Determines Reaction Modifier
As a Mod N/A


Intelligence <Int>

Intelligence is the way you process information, the higher your intelligence the more ways you will process information to come to the best results.


As a Stat N/A
As a Mod Determines base Mental Shielding


Intuition <Intu>

Intuition is the speed of thought, allowing you to think on your feet.


As a Stat Determines starting EP
As a Mod Determines EP gained per Level


Wisdom <Wis>

Wisdom is the amount of knowledge you possess.


As a Stat Determines starting Minor Skill Points and Minor Skill Points gained per Level
As a Mod N/A


Secondary Attributes

Not quite as important as Primary, these Attributes are used for extra customization and modifications to a character. They do not have a Mod, only a Stat.


Beauty <Beau>

Beauty is your physical appearance and how much better, or worse, you are by standards of your race.


As a Stat Determines Reaction Modifier


Speed <Spd>

Speed is the rate at which you travel based on walking speed.


As a Stat Determines how fast you can move, walking rate is Stat * 1.5m/5ft per Round

When moving, the Player chooses their rate of movement based on Stat. They can go as low as 1 (and still be moving) or as high as their Speed * 6. For ease of various rules there are six categories of movement: Inch, Crawl, Walk, Jog, Run, and Sprint. They are determined as follows:


Inch Speed/4 to 1Spd
Crawl Speed/2 to Inch
Walk Speed * 1 to Crawl
Jog Speed * 2 to Walk
Run Speed * 4 to Jog
Sprint Speed * 6 to Run

These are just ‘standards’, most people will not have the desire to calculate the exact Speed required and will instead just use the filled in blanks on the character sheet and ignore the ranges. Using the base categories is usually simplest (Inch ¼, Crawl ½, Walk*1, Jog*2, Run*4, Sprint*6).


Quadrupeds move at double Speed as their biped counter-parts. However, moving to just two legs removes this double Speed bonus (i.e. a quadruped such as a horse with 10 base Speed would count as having 20 base Speed as long as it was on all four legs, max Sprint of 120Spd, if it managed to move on two legs without falling it would only move at 10Spd, max Sprint of 60Spd).


Turning while moving faster than walking can be difficult and requires a Coord Check based on the degree of turn. To find the difficulty of the Coord Check take the degree of the turn and / 5 (round to the nearest 5, i.e. 88° becomes 90°) + Speed Multiplier (round up to closest whole number, i.e. you have 10Spd and are moving at 54Spd, 5.4 multiplier, it becomes 6).

If a person is Sprinting (*6) and wants to suddenly turn 90° without stopping their Coord Check would be 24 (90/5 = 18+6=24). If they are making a ‘gradual turn’ rather than a ‘sudden turn’ the difficulty of the turn is reduced by 1 per 0.3m/1ft travelled forward while turning.


Moving backwards or side-to-side is not as easy as forward as most creatures are not designed for such movement. Thus when moving backwards or side-to-side your Walk Speed is halved - and as such so are Inch, Crawl, Jog, Run, and Sprint.

While travelling backwards, if for example you wanted to go your normal Speed then you count as Jogging instead of Walking. This also means of course your max backwards Speed is half that of normal (if you have 10Spd your forward max Sprint is 60, but moving backwards would make it 5 for Walk and 30 for Sprint).


Tertiary Attributes

Not standard or always possessed Attributes, the Tertiary Attributes are those a basic human does not have. They are gained by having special Template rules, creature templates applied to your race (i.e. become a cyborg or vampire), or be of specific non-human races. Each trait that allows a person access to a Tertiary Attribute will list as such. The only ‘standard’ Tertiary Attribute is ‘Racial’ though more Templates might introduce more Tertiary Attributes or even use a more specific version (i.e. Racial Cyborg or Racial Vampire). Most will likely be used only for increasing racial Major Skills at Level increases, Racial being chosen instead of one of the four (4) Primary Attributes chosen (see Skill System, Major Skills for details on acquiring Skills), but some might have other benefits.


Racial <Rac>

Racial is your affinity for natural power increases from racial sources.


As a Stat Depends on specific race, usually no benefit
As a Mod Depends on specific race, usually only for increasing associated Major Skill


Maximum/Minimum Attributes

As humans are the basis of just about everything within the Core and all Templates there will be creatures that are stronger or weaker in some areas or overall. This will often be represented as a hard number such as ‘3d6 -2’ or ‘3d6 +3’ or as an additional roll such as ‘-1d6’ or ‘+1d6’ or other similar connotations.

The minimum of an Attribute when rolling or ‘leeching’ Attributes is minimum roll on positive Attributes + maximum roll of negative Attributes or 1, whichever is greater.

If a race rolls 3d6 -2d6 and they roll +5 then -7 the Attribute would be 1, if it was 3d6 -1 the minimum is 2, or if it was 3d6 + 2d4 the minimum is 5. The maximum of an Attribute when rolling or ‘leeching’ Attributes is the maximum roll on positive Attributes + minimum roll of negative Attributes or 1, whichever is greater.

If a race rolls 3d6 -2d6 they could leech it to at most 16 (18-2), if it was 3d6 -1 the maximum is 17 (18-1), or if it was 3d6 + 2d4 the maximum is 26.


Attributes Reduced to 0

The outcome of going to or below 0 per Attribute is as follows:

Beau - Others will avoid your presence if possible.

Cha – You will attempt to isolate yourself from all other beings.

Con – Your body will stop functioning and you will die, if it somehow becomes negative you might become undead (effect must specify as such).

Coord – Your lack of control will leave you unable to move at all, others will have to move and feed you.

Int – Your mind ‘stops moving’ and you will no longer act at all.

Intu – Your instincts cease and you cannot come to any conclusion and you will no longer act at all.

Rac – The powers that infuse your racial powers leave you, you can no longer use Racial’s Skills or Abilities and its passive effects end.

Ref – Your body will seem to be moving through viscous fluid and in ‘suspended slow motion’ and is no longer able to react to other people/thing’s actions, if moving it will be almost impossible to turn or avoid obstacles in your path if moving beyond 5Speed.

Spd – Your legs no are longer capable of propelling your forward but you can still ‘drag along’ at 0.3m/1ft per Str Mod per Round.

Str – You are so weak you cannot do anything but breathe and swallow but will require others to bring you food and water to survive.

Wis – You can no longer perform rudimentary tasks from turning knobs, drawing, understanding language, and anything beyond instinct such as eating, drinking, or seeking shelter.


Special Attributes

At times Attributes may be shown as –Con, ‘3(X)’, ‘X*Y(Y)’, or otherwise Template specific. These three are likely to be most common and used in most Templates. They connote restricted, improved and modified functionality.


-Con

Negative Constitution is a way to keep track of the HP of an undead or similar creature. Unlike living creatures their bodies do not regenerate but they are not quite an object so do not have DP. -Con also means that healing effects from Life damage have the opposite affect, damaging the undead rather than healing it, the same goes for damage caused by Death damage, healing the undead instead of damaging it. As well effects that lower Con only serve to bolster the undead by adding HP rather than killing it, vice versa for gaining Con, if their Con becomes positive they die once more. Effects such as Status Afflictions (except possibly berserk), disease, poison, toxins, Pain, weather effects, bleed damage, and vital organ damage no longer affect the undead. As well the undead no longer have to drink, eat, or breathe. NLD instead only does ¼ of the damage rounded down but takes directly from the undead’s HP.


3(X)

When a race has ‘3(X)’ for an Attribute, often represented as 3(3d6) Mental, it means that for almost everything you use the 3 (which represents the minimum functionality/roll of a human/living creature to survive and act), increasing Major/Minor Skill Points and being dealt Attribute damage you use the X (though once it gets below 3 it will reduce both numbers, increases would first affect the 3 then once it passed the X it would affect both). If a person had 3(10) Mental then things such as any Mental Attribute and Mental Shielding check and EP increase would use the 3 (Mod of 1), each time they Levelled up if they chose a Mental Attribute for Skills they would use the Mod of 5 and Minor Skills would increase by 60 (50 from Wisdom, 10 from Level), each time a Mental Attribute was decreased the 10 would decrease first then at 3 both would decrease (minimum 0). If they increased a 3(10) Attribute permanently (i.e. through Levelling) they would increase the 3 and the 10 (unless their race specified otherwise). A creature with 3(X) Mental is unaffected by Mental Shielding effects unless it specifies it affects animals/beasts or ‘mindless’ creatures.


X*Y(Y)

When a race has ‘X*Y(Y)’ for an Attribute, often represented as 10*3d6(3d6) Con/Str, it means that for everything except increasing Major/Minor Skills you use the X*Y (which represents a superior physical functionality over that of a human yet with a similar learning capacity) and increasing Major/Minor Skills the Points use Y. If a person had 100(10) Con/Str then things such as any Con/Str and Physical Resistance checks, HP increases, and melee damage would use the 100 (Mod of 50), each time they Levelled up if they chose a Con/Str Skill they would use the Mod of 5. A permanent or semi-permanent effect that raises an X*Y(Y) Attribute increases the Y, temporary increases are added to the X*Y.




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