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brazen_epoch [2016/08/31 18:50] – [Everything is a Trait] Mike Holmes | brazen_epoch [2016/09/03 10:48] (current) – [Everything is a Trait] Mike Holmes | ||
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Concept trait examples: descriptors of the character' | Concept trait examples: descriptors of the character' | ||
- | === " | + | === Common |
- | If a trait is something that everybody | + | Every character has a plethora of unremarkable, |
- | Note that most gear is " | + | However, common traits can be purchased at a level other than the " |
- | A player may instead opt for the trait in question to be rated at a lower level than d4, but they gain no benefit by doing so. | + | Common traits that are rated at Average are not included in contests, unless the opponent has the trait at something other than average d4, in which the Average trait IS brought in for the sake of comparison. |
+ | |||
+ | // | ||
+ | |||
+ | A player may instead opt for a common | ||
+ | |||
+ | ^Type^D4^D5^D6^D7^D8^D9^etc.^ | ||
+ | |Narrow|0|2|2|3|3|3|etc.| | ||
+ | |Broad|0|6|6|9|9|9|etc.| | ||
+ | |Concept|0|10|10|15|13|15|etc.| | ||
Trait cumulative costs from free d4: | Trait cumulative costs from free d4: | ||
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|Concept|0|10|20|35|50|65|etc.| | |Concept|0|10|20|35|50|65|etc.| | ||
+ | == Notes on Common Traits == | ||
+ | |||
+ | This rule exists so that players do not have to pay to have ratings that they should expect their character to have at Average, if not otherwise noted. The lower cost of common traits is because most opponents will have the free average d4 to counteract such traits. | ||
==== Traits Are Mutable ==== | ==== Traits Are Mutable ==== | ||
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Fatigue is reduced at a rate of one level per " | Fatigue is reduced at a rate of one level per " | ||
- | ==== Resolution ==== | + | ===== Resolution |
Players assemble as many traits that are pertinent to the conflict as they like (see Fatigue above). Roll dice adding them together vs. opposing dice. Higher roll wins. MOS determines level of traits inflicted. | Players assemble as many traits that are pertinent to the conflict as they like (see Fatigue above). Roll dice adding them together vs. opposing dice. Higher roll wins. MOS determines level of traits inflicted. | ||
- | === Inflicted and Created Traits === | + | ==== Inflicted and Created Traits |
- | Inflicted Traits include things like Injuries. If any character is given an trait at level 10 or higher, the inflicting character determines their fate (meaning they may be dead, enthralled, or any other condition that renders the character completely out of the other player' | + | Inflicted Traits include things like Injuries. If any character is given an trait at level 9 or higher, the inflicting character determines their fate (meaning they may be dead, enthralled, or any other condition that renders the character completely out of the other player' |
Inflicted traits can often be used as situation dice by the opponent. | Inflicted traits can often be used as situation dice by the opponent. | ||
- | == Duration and Adding Permanent Traits == | + | === Duration and Adding Permanent Traits |
- | All such inflicted or created traits are temporary, and will fade as appropriate. One can perform resolutions to solidify traits into permanent ones, but must also spend CP to do so. This is the only way to add a trait that has been established previously as not being present. | + | All such inflicted or created traits are temporary, and will fade as appropriate. One can perform resolutions to solidify traits into permanent ones, but must also spend CP to do so. This is the only way to add a trait that has been established previously as not being present. |
+ | ===== Negative Traits and CP Gain ===== | ||
+ | There is no category of negative traits per se, and any trait a player takes has it's normal cost per the above. But if the GM has the opposition in a resolution add a die from the player' | ||
+ | ===== Playtest ===== | ||
+ | A dive into the Swords & Sorcery world following | ||