20240218

Attributes I Use and a Novel Inventory Mechanic


Attributes (Innate): Measures of innate ability, valid range: 1-5. During character creation assigned with 2d2 down the line.

Strength (STR)
Feats of strength, physical health and endurance

Dexterity (DEX)
Fine motor skill, climbing, dancing, and dodging

Willpower (WIL)
Wielding and resisting magic, controlling hirelings and (other) animals, psychological endurance

Alertness (ALR)
Spotting traps and ships, parsing signals, keeping awake during watch

Attributes (Derived)

Inventory: Split into two parts, carried items and the body. Contents can be arranged at user discretion except for Fatigue, which when gained immediately occupies the bottommost available slot in either body or carried.  

Body/Mind (top 11-15 Slots): Holds magic (GLOG MD, spells, and summons) and injuries. In the rightmost column slots > WIL are unusable and should be crossed out

Carried (bottom 11-15 Slots): Holds physical items (including worn armour). In the leftmost column slots > STR are unusable and should be crossed out. Each slot is a measure of weight (~2kg) and bulk. Heavy or unwieldy items can take multiple slots, small items can be stacked 4 to a slot.


Stamina (STA): Its default is 6. When a row is filled, the PC has the corresponding stamina. Affects movement and, in inclement conditions, survival. At 0 STA the character is in a coma. 

Heroic Parry (HP): Calculated from level, stamina, and armour. When negative one begins rolling for injuries.

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There are no intelligence or charisma attributes - that is left to the player's skill. 

Character professional skill is tracked separately. Examples: Seamanship, mining, languages. Circumstances may demand a skill be checked with a d6 like an attribute, or the level of competence associated with its number may be relevant instead.

Fatigue is gained by exertion and privation. It is gotten rid of by rest or relief (heat if your're freezing, water if you're desiccating). When gained, it must be added to the inventory as is, with no rearranging or dropping of items.

Injuries heal over time, putting them in the body/mind area is largely mnemonic. 

Languages, mundane skills, and class powers are not stored in the body/mind.

Magic is typically gained as a magic item, and can be memorised to tbe brain with a few hours concentration (vacating the formerly magic item), or imbued in an item by creating it or marking it (vacating the brain).


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