Post by ShadowTheBuu on Feb 4, 2019 9:50:01 GMT -5
Below is a quick explanation of the stats in Hyrule Adventures. These are important to keep track of, as these tell you what your character has or what they can do.
EXP: Experience points, used for buying more points in Attributes, Abilities, buying skills or magic.
HP: Your total ammount of hit points. To figure out the number of hit points you have, take the points you have in your physical stats and multiply it by 4. Once this reaches 0, you are incapacitated.
MP: Your total ammount of magic points. To figire out your number of magic points, take the points you have in mental stats and multiply by 4. Once this reaches 0, you can not use magic unless you take a short rest, long rest, or MP restoring item.
Attributes - The foundation of a character, these stats are what everyone has (some more than others)
Physical Attributes
==========
Strength- Your raw physical strength, helps with lifting as well as melee attacks.
Dexterity- Your speed and ease of momement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina- Your physical hardiness, including resistance to disease and physical trauma and how fast you can recover.
Social Attributes
==========
Charisma- How you come across to others socially; how you conduct yourself in public when not actively interacting with others.
Manipulation- How easily you bend others to your will, either through persuasion or intimidation.
Appearance- Your level of attractiveness; how handsome or beautiful you look.
Mental Attributes
==============
Perception- Your ability to notice things, to percieve the world around you, through all your sense.
Intelligence- Memory or raw brain power.
Wits- Quickness of thinking; measures how easily you make leaps of logic or intuition.
Abilities
Physical Abilities
==========================
Athletics - sports and movement
Brawl - unarmed combat
Dodge- You're ability to dodge incoming attacks or dangers.
Drive - Operating vehicles such as carriages or water vessels
Larceny - picking locks, burglary, bypassing security, sleight of hand, etc
Melee- Using weapons such as swords, axes, anything to damage something without you having to directly touch them.
Ranged - identifying, using, and maintaining ranged weapons
Stealth - moving silently and unnoticed
Survival - enduring harsh environments
==================================
Mental Abilities
==================================
Academics - knowledge in Arts and Humanities
Crafts - constructing, crafting, and repairing objects
Investigation - solving riddles and finding evidence
Magic- Your knowledge and power in magic
Medicine - physiology, anatomy, and medical treatments
Occult - lore about the supernatural
Politics - political processes and bureaucratic maneuvers
Science - physical and natural sciences
=====================================
Social Abilities
=====================================
Animal Ken - understanding animal minds and behaviors
Empathy - observing emotions and understanding viewpoints
Expression - art of communication and entertainment
Intimidation - coercing via force and threat
Persuasion - convincing others and inspiring their emotions
Socialize - social interaction in various situations
Streetwise - navigating urban streets and gathering intel there
Subterfuge - deceiving others and noticing it
============
Magics
============
Can start with one type of magic, but can also buy other kinds of magics with EXP. Each dot in a certain magic makes it more powerful.
(IE- Necromancy, cryomancy, pyromancy, life magic, etc)
=============
Backgrounds
=============
Gives you advantages such as having more money, allies and contacts, a base of opperations, etc, etc
=============
Virtues
=============
Conscience- How bad you feel about doing bad stuff. The higher it is the more "good" your character. Each point in Conscience gives a point to willpower.
Self-control- How well you control yourself from doing things that other people try to coax you in to doing. Each point in Self-control gives a point to willpower much like Conscience.
Courage- How brave your character is, the more points the character has in this stat, the more likely they'll not flee or wet themselves in terror.
============
Other Traits
============
These cover things that are not covered by abilities. This can include knowing the procedures a soldier must follow to be able to try and avoid them, or other such knowledges.
==============
Will Power
==============
Will Power is your character's will. You take your characters self-control and conscience and add them together to get your max number of will power points. Will power is used to reroll up to three dice you wish to reroll. Will Power is able to be regained, a short rest regains a third of your will power (Rounded down) while a long rest will recover all your will power.
==============
Health Track
==============
When taking a certain ammount of damage, if you break the thresh hold of a certain amount of damage, your character begins taking penalties which increase difficulty.
Bruised (1-10%)
Hurt -1 (11-20%)
Injured -1 (21-50%)
Wounded -2 (51-70%)
Mauled -2 (71-80%)
Crippled -5 (81-99%)
Incapatacitated (100%)
EXP: Experience points, used for buying more points in Attributes, Abilities, buying skills or magic.
HP: Your total ammount of hit points. To figure out the number of hit points you have, take the points you have in your physical stats and multiply it by 4. Once this reaches 0, you are incapacitated.
MP: Your total ammount of magic points. To figire out your number of magic points, take the points you have in mental stats and multiply by 4. Once this reaches 0, you can not use magic unless you take a short rest, long rest, or MP restoring item.
Attributes - The foundation of a character, these stats are what everyone has (some more than others)
Physical Attributes
==========
Strength- Your raw physical strength, helps with lifting as well as melee attacks.
Dexterity- Your speed and ease of momement, covering both full body movement (i.e. gymnastics) and hand-eye coordination.
Stamina- Your physical hardiness, including resistance to disease and physical trauma and how fast you can recover.
Social Attributes
==========
Charisma- How you come across to others socially; how you conduct yourself in public when not actively interacting with others.
Manipulation- How easily you bend others to your will, either through persuasion or intimidation.
Appearance- Your level of attractiveness; how handsome or beautiful you look.
Mental Attributes
==============
Perception- Your ability to notice things, to percieve the world around you, through all your sense.
Intelligence- Memory or raw brain power.
Wits- Quickness of thinking; measures how easily you make leaps of logic or intuition.
Abilities
Physical Abilities
==========================
Athletics - sports and movement
Brawl - unarmed combat
Dodge- You're ability to dodge incoming attacks or dangers.
Drive - Operating vehicles such as carriages or water vessels
Larceny - picking locks, burglary, bypassing security, sleight of hand, etc
Melee- Using weapons such as swords, axes, anything to damage something without you having to directly touch them.
Ranged - identifying, using, and maintaining ranged weapons
Stealth - moving silently and unnoticed
Survival - enduring harsh environments
==================================
Mental Abilities
==================================
Academics - knowledge in Arts and Humanities
Crafts - constructing, crafting, and repairing objects
Investigation - solving riddles and finding evidence
Magic- Your knowledge and power in magic
Medicine - physiology, anatomy, and medical treatments
Occult - lore about the supernatural
Politics - political processes and bureaucratic maneuvers
Science - physical and natural sciences
=====================================
Social Abilities
=====================================
Animal Ken - understanding animal minds and behaviors
Empathy - observing emotions and understanding viewpoints
Expression - art of communication and entertainment
Intimidation - coercing via force and threat
Persuasion - convincing others and inspiring their emotions
Socialize - social interaction in various situations
Streetwise - navigating urban streets and gathering intel there
Subterfuge - deceiving others and noticing it
============
Magics
============
Can start with one type of magic, but can also buy other kinds of magics with EXP. Each dot in a certain magic makes it more powerful.
(IE- Necromancy, cryomancy, pyromancy, life magic, etc)
=============
Backgrounds
=============
Gives you advantages such as having more money, allies and contacts, a base of opperations, etc, etc
=============
Virtues
=============
Conscience- How bad you feel about doing bad stuff. The higher it is the more "good" your character. Each point in Conscience gives a point to willpower.
Self-control- How well you control yourself from doing things that other people try to coax you in to doing. Each point in Self-control gives a point to willpower much like Conscience.
Courage- How brave your character is, the more points the character has in this stat, the more likely they'll not flee or wet themselves in terror.
============
Other Traits
============
These cover things that are not covered by abilities. This can include knowing the procedures a soldier must follow to be able to try and avoid them, or other such knowledges.
==============
Will Power
==============
Will Power is your character's will. You take your characters self-control and conscience and add them together to get your max number of will power points. Will power is used to reroll up to three dice you wish to reroll. Will Power is able to be regained, a short rest regains a third of your will power (Rounded down) while a long rest will recover all your will power.
==============
Health Track
==============
When taking a certain ammount of damage, if you break the thresh hold of a certain amount of damage, your character begins taking penalties which increase difficulty.
Bruised (1-10%)
Hurt -1 (11-20%)
Injured -1 (21-50%)
Wounded -2 (51-70%)
Mauled -2 (71-80%)
Crippled -5 (81-99%)
Incapatacitated (100%)