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− | {{Note|For the legacy system, see [[Legacy_The_Character]].}} | + | {{Note|For the legacy version, see [[Legacy_The_Character]].}} |
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− | To describe a character in Amar RPG, we use '''Characteristics''', '''Attributes''', and '''Skills''' - three hierarchical tiers that build upon each other.
| + | {{ infobox |
| + | | abovestyle = background:#0e5a2c; color:white |
| + | | bodystyle = width:350px |
| + | | above = The Character |
| + | | label1 = Expected lifespan |
| + | | data1 = |
| + | | label2 = Move |
| + | | data2 = |
| + | | label3 = SIZE |
| + | | data3 = |
| + | | label4 = BODY |
| + | | data4 = 0 |
| + | | label5 = Melee Combat (Attribute) |
| + | | data5 = 0 |
| + | | label6 = Athletics (Attribute) |
| + | | data6 = 0 |
| + | }} |
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− | [[File:CharacterSheet-new.jpg|thumb|450px|right]]
| + | === Skill Totals (Legacy Compatible) === |
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− | == The Three-Tier System == | + | * '''Dodge''': 0 (BODY 0 + Melee Combat 0 + Dodge 0 = '''0''') |
| + | * '''Hide''': 0 (BODY 0 + Athletics 0 + Hide 0 = '''0''') |
| + | * '''Move Quietly''': 0 (BODY 0 + Athletics 0 + Move Quietly 0 = '''0''') |
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− | Amar RPG organizes all character abilities into three tiers:
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− | ;Characteristics (Tier 1)
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− | : The fundamental nature of a being: '''BODY''', '''MIND''', and '''SPIRIT'''
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− | ;Attributes (Tier 2)
| + | Back: [[Encounters]] |
− | : Grouped abilities under each characteristic (e.g., Strength, Melee Combat, Intelligence, Casting) | |
− | | |
− | ;Skills (Tier 3)
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− | : Specific trained abilities under each attribute (e.g., Climb, Problem Solving, Litteracy)
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− | | |
− | == The Characteristics ==
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− | | |
− | ===BODY===
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− | The physical nature of the character's body - strength, endurance, agility.
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− | | |
− | '''Attributes under BODY:'''
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− | * '''Strength''' - Physical power and lifting capability
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− | ** Skills: Carrying, Weight Lifting, Wield Weapon
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− | * '''Endurance''' - Physical resilience and stamina
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− | ** Skills: Fortitude, Combat Tenacity, Running, Poison Resistance
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− | * '''Athletics''' - Coordination and physical movement
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− | ** Skills: Hide, Move Quietly, Climb, Swim, Ride, Jump, Balance, Tumble
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− | * '''Melee Combat''' - Close-quarters fighting
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− | ** Skills: Specific weapons/combinations
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− | * '''Missile Combat''' - Ranged weaponry
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− | ** Skills: Specific weapons
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− | * '''Sleight''' - Fine motor skills and dexterity
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− | ** Skills: Pick Pockets, Stage Magic, Disarm Traps
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− | | |
− | ===MIND===
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− | The mental capabilities of the character - intelligence, knowledge, awareness, and willpower.
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− | | |
− | '''Attributes under MIND:'''
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− | * '''Intelligence''' - Reasoning and problem-solving
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− | ** Skills: Innovation, Problem Solving
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− | * '''Nature Knowledge''' - Understanding of natural world and magic
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− | ** Skills: Medical Lore, Plant Lore, Animal Lore, Animal Handling, Magick Rituals, Alchemy
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− | * '''Social Knowledge''' - Cultural and linguistic understanding
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− | ** Skills: Social Lore, Spoken Language, Literacy, Mythology, Legend Lore
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− | * '''Practical Knowledge''' - Applied survival and craft skills
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− | ** Skills: Survival Lore, Set Traps, Ambush, Crafting skills
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− | * '''Awareness''' - Perception and awareness of one's surroundings
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− | ** Skills: Reaction Speed, Alertness, Tracking, Detect Traps, Sense Emotions, Sense Ambush, Sense of Direction, Sense Magick, Listening
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− | * '''Willpower''' - Mental fortitude and determination
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− | ** Skills: Pain Tolerance, Courage, Hold Breath, Mental Fortitude
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− | | |
− | ===SPIRIT===
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− | The magical and spiritual nature of the character - spellcasting ability and divine connection.
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− | | |
− | '''Attributes under SPIRIT:'''
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− | * '''Casting''' - Magical manipulation of spells
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− | ** Skills: Range, Duration, Area of Effect, Weight, Number of Targets
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− | * '''Attunement''' - Elemental and magical resonance
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− | ** Skills: Self, Fire, Water, Air, Earth, Life, Death, etc.
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− | * '''Innate''' - Inborn magical abilities
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− | ** Skills: Flying, Camouflage, Shape Shifting, race-specific abilities
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− | * '''Worship''' - Connection to deities and entities
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− | ** Skills: Specific Gods and major entities
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− | | |
− | == Numbers and Ratings ==
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− | The general description of the character such as appearance, weight and height is determined freely by the player. The GM may wish to exclude extremes.
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− | The characteristics, attributes, and skills of a character are rated by numbers. Human potential varies by tier:
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− | * '''Characteristics''': 0-3
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− | * '''Attributes''': 0-5
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− | * '''Skills''': 0-8+
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− | The mean human value is 1 for characteristics, 2 for attributes (ages 15-30).
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− | '''SIZE''' remains a special attribute determined from weight (not purchased with points):
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− | {| class="wikitable"
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− | |+Size
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− | |-
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− | |'''Size''' || '''Kgs''' || '''Size''' || '''Kgs''' || '''Size''' || '''Kgs'''
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− | |-
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− | |'''½''' || < 10 || '''6 ''' || < 300 || '''12''' || < 1000
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− | |-
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− | |'''1''' || < 20 || '''7 ''' || < 400 || '''13''' || < 1150
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− | |-
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− | |'''2''' || < 50 || '''8 ''' || < 500 || '''14''' || < 1300
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− | |-
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− | |'''3''' || < 100 || '''9 ''' || < 600 || '''15''' || < 1450
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− | |-
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− | |'''4''' || < 150 || '''10''' || < 725 || '''16''' || < 1600
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− | |-
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− | |'''5''' || < 225 || '''11''' || < 850 || '''+1''' || +200
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− | |}
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− | To get an idea of skill ratings:
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− | {| class="wikitable"
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− | |+Skill Ratings
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− | |-
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− | |'''Skill''' || '''Description'''
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− | |-
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− | | 0 || Untrained
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− | |-
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− | | 1 || Novice
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− | |-
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− | | 2 || Trained some
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− | |-
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− | | 4 || Competent
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− | |-
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− | | 5 || Well trained
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− | |-
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− | | 7 || Professional
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− | |-
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− | | 12 || Master
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− | |-
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− | | 16 || Legendary
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− | |}
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− | | |
− | == Making a Character ==
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− | To create a new character, use the following starting values:
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− | '''Characteristics:''' Choose to start with 1 in two characteristics, 0 in the third
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− | * Example: BODY 1, MIND 1, SPIRIT 0
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− | '''Attributes:''' Distribute these values: 3, 2, 2, 1, 1, 1
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− | * Assign them to attributes under your chosen characteristics
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− | * Example with BODY 1, MIND 1: Strength 3, Endurance 2, Intelligence 2, Awareness 1, Willpower 1, Athletics 1
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− | '''Skills:''' Distribute these values: 3, 2, 2, 2, 1, 1, 1, 1, 1
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− | * '''All characters start with 2 in Spoken Language''' (native tongue) - add any skill points on top of this
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− | * Example: Climb 3, Carrying 2, Fortitude 2, Problem Solving 2, Reaction Speed 1, Running 1, Literacy 1, Tracking 1, Swim 1, plus Spoken Language 2 (base)
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− | == Total Skills ==
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− | When we talk about the total value for a skill, we mean: The Skill value pluss its corresponding Attribute value and its corresponding Characteristic value.
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− | * Example: The total in Fortitude would be the PC's value in Fortitude + Endurance + BODY
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− | * Example: The total in Dodge would be Dodge + Melee Combat + BODY
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− | * Example: The total in Reaction Speed = Reaction Speed + Awareness + MIND
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− | If a character has MIND of 2, Awareness of 1 and Reaction Speed of 0, the total for Reaction Speed would be 3.
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− | We always use the total Skill value for rolls. Never the Attribute or the Characteristic. Success is determined by the total Skill pluss a dice roll.
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− | == Character Sheets ==
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− | To make and record a character, use the [[File:CharacterSheet-new.jpg|Character Sheet]]. Mark training and experience with a pencil.
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− | == Advancement System ==
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− | Amar RPG uses a '''marks-based advancement''' where progress cascades upward through the tiers.
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− | ===Gaining Marks===
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− | '''Skills''' gain marks through use and training:
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− | * '''1 mark''' for attempting a skill where a dice roll of 1 or more is required
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− | * '''2 marks''' for five consecutive attempts at using a skill
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− | * '''Training with a teacher''' (one week): 2 marks
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− | * '''Training without a teacher''' (one week): 1 mark for BODY skills, ½ mark for MIND/SPIRIT skills
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− | '''Attributes''' gain marks from skill advancement:
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− | * When a skill increases a level, it gives '''1 mark''' to its parent attribute
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− | * Training: Half the rate of skills (1 mark with teacher, ½ mark solo for BODY, ¼ for MIND/SPIRIT)
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− | '''Characteristics''' gain marks from attribute advancement:
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− | * When an attribute increases a level, it gives '''1 mark''' to its parent characteristic
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− | * Training: Half the rate of attributes
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− | ===Mark Conversion===
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− | You can '''convert 3 marks at one tier to 1 mark at the tier above''':
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− | * 3 skill marks = 1 attribute mark
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− | * 3 attribute marks = 1 characteristic mark
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− | ===Advancing to Next Level===
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− | To advance from level N to the next level (N+1):
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− | * Requires '''5 × (N+1) marks'''
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− | * Example: Going from 4 to 5 in Climb requires 5 × 5 = 25 marks
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− | * When marks are reached, '''roll d6 - you must roll 2 or higher''' to advance (roll all but a 1)
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− | == Key Modifiers ==
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− | These derived values are calculated:
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− | '''Body Points (BP):''' SIZE × 2 + Fortitude/3
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− | * '''Wounded''' (½ BP): -2 to all rolls
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− | * '''Heavily Wounded''' (¼ BP): -4 to all rolls
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− | * '''0 BP''': Helpless
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− | * '''Negative BP''': Unconscious
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− | * '''Minus total BP''': Dead
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− | * '''Bleeding''': Roll d6 every minute. On 1, lose 1 BP
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− | '''Damage Bonus (DB):''' (SIZE + Wield Weapon)/3
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− | '''Magick Defense (MD):''' (Mental Fortitude + Attunement Self)/3
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− | == Encumbrance ==
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− | Based on Carrying skill (under BODY → Strength):
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− | * Up to 2 × Carrying value: No penalty
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− | * Up to 5 × Carrying value: -1 penalty
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− | * Up to 10 × Carrying value: -3 penalty
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− | * Up to 20 × Carrying value: -5 penalty
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− | * '''Swimming''': All weight multiplied by 5
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− | == Fear and Courage ==
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− | Fear checks use the total '''Courage skill''' (under MIND → Willpower).
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− | Roll Courage + d6 vs. the fear-inducing creature's DR:
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− | * '''Success''': No effect
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− | * '''Failure by 1''': -1 to actions this round
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− | * '''Failure by 2''': -1 to actions for two rounds
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− | * '''Failure by 3''': -1 to actions for three rounds
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− | * '''Failure by 4''': Frozen for 1 round
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− | * '''Failure by 5+''': Flee in panic
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− | * '''Critical Failure''': Heart attack (Endurance check or unconscious)
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− | Roll each round in presence of fear source until Success. A negative effects are cumulative.
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− | == Skill Rolls ==
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− | The core mechanic uses the '''O6 (Open d6) system''': '''d6 + Attribute + Skill vs. DR'''
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− | '''O6 Rolling Procedure:'''
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− | # Roll a d6
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− | # '''On a 6''': Continue rolling. As long as you roll 4, 5, or 6, add +1 to your total. Stop when you roll 1, 2, or 3
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− | # '''On a 1''': Continue rolling. As long as you roll 1, 2, or 3, subtract 1 from your total. Stop when you roll 4, 5, or 6
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− | # '''Two consecutive 6s''': Critical success (can occur during the extended roll)
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− | # '''Two consecutive 1s''': Fumble (can occur during the extended roll)
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− | '''Example O6 Rolls:'''
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− | * Roll: 1, 1, 5 = 0 & '''Fumble'''
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− | * Roll: 1, 5 = 1
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− | * Roll: 1, 2, 2, 3, 2, 1, 2, 4 = -5
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− | * Roll: 2 = 2
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− | * Roll: 6, 2 = 6
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− | * Roll: 6, 5, 1 = 7
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− | * Roll: 6, 6, 5, 2 = 8 & '''Critical'''
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− | * Roll: 6, 4, 4, 6, 5, 2 = 10
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− | '''Complete Skill Check:'''
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− | When making a skill check, roll: '''O6 + Total Skill vs DR'''
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− | Example: Climbing a cliff (DR 8) with BODY 1, Athletics 2 and Climb 3
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− | * Roll O6: 6, 5, 2 = 7
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− | * Total: 7 + 2 (Athletics) + 3 (Climb) + 1 (BODY) = 13
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− | * Result: Success (13 ≥ 8)
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− | == Playable Races ==
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− | See the race pages for racial modifiers:
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− | * [[Human]] - Balanced, 2 bonus skill points
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− | * [[Elf]] - +1 SPIRIT characteristic
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− | * [[Dwarf]] - +1 BODY characteristic
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− | * [[Others]] - See individual race pages
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− | == See Also ==
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− | * [[Legacy_The_Character]] - The legacy system
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− | * [[Magick]] - The magick system
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− | * [[Incantation_Magic]] - Incantation rules
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− | * [[Category:Playable_Races]] - Race options and modifiers
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| + | [[Category:Playable_Races]] |
| [[Category:Rules]] | | [[Category:Rules]] |