Thursday, April 18, 2013

Statistics and Attributes:


All characters--npcs, players, terrors and other foes--have their own statistics and attributes within the MaL system.  For the most part, a character has to spend ample amounts of time for each of their natural limitations to improve them.  Health Points, one of the common staples of RPGs, uses its needed place in dealing with combat and other mechanics of the game.  At the character's maximum natural HP they feel perfectly fine, at higher numbers even better than fine.  At zero, a character goes unconscious.  At negative one they are unconscious for a day unless they are healed or complete a quest in The Somnium Bleed.  Any damage resulting from the cause of this negative health takes a week or more to fully heal..  At negative two they are unconscious for a week unless they are healed or complete a quest per day in The Somnium Bleed.  Any damage resulting from the cause of this negative health takes a month or more to fully heal.  At negative three, a character is dying and in need of immediate aid or resurrection.  At negative four, a character is dead and must challenge their reaper to return as per the death system.

Endurance Points, or EP, affect how well a character defends themselves or efficiently performs any given physical task and are a result of their fatigue.  At zero, any enemy attacks would land as if a character didn't try to defend themselves.  Each EP drops singularly per attack or physical task performed that goes beyond their normal skill and acts as a surge of adrenaline that lets them perform a task, but become weary afterward.  As well, EP is used for enduring damage to reduce how much HP is lost from being attacked or other sources.  EP is regained at a rate of one per half hour normally.  Luck Points, or LP, are for when a character attempts a skill check and fails but only by a small margin, letting them spend LP to narrowly pass it instead.  LP can go negative, which brings even worse results than the standard, but over time of spending it from either direction LP drifts towards being zero.  LP is something a character is first born with, or gains due to a blessing or an extraordinary performance, or loses due to a curse or poor performance, or other methods of altering how much they have at a given moment.  If a character spends positive luck to improve a situation, they dwindle until at zero.  If they have negative ones, they can choose to not use them, or burn them in a situation in order to get rid of them.  It is considered usually best to try to burn them at lower-risk ventures, but the higher the risk the more of them are burned.

Sanity Points are a result of a character's understanding of reality and how it differs from reality itself.  The higher their SP is, the more that they truly understand and accept of reality, but the more distant they may be from those who understand it less, or vice versa.  A character's sanity at low levels is a temporary mental breakdown, and at zero is temporary insanity.  Negative values have insanity for longer and generate additional character quirks to be resolved even if they do recover their sanity, some needing quests to overcome.  Focus Points deal with magic abilities, psionic abilities, spiritual powers, resisting transformative effects, and all manner of other combat and performed abilities within the game, whether in combat or out of it.  The more FP a character gains, the more difficult skills they can perform without rest.  If a character rests for eight hours they recover all of their focus points--unless otherwise hindered due to a curse or the like--and is able to properly concentrate on the difficult tasks they perform after resting.  Focus Points do not cross-over from day to day, and grow from leveling only.  If a character rests less than eight hours they still gain FP, but it is scaled according to the amount of time they rested.  HP, EP, and FP may be increased with general experience or combat experience.  LP is only altered by using it or doing things within the game as set by the GM or the system in the computer version, or being blessed or cursed.  SP is only gained by roleplay experience and learning more about the universe the character is within, and temporarily or permanently lessened due to various things too far beyond their max SP to comprehend.

Ever character in the game has six additional skill related attributes which may only be increased through roleplay experience.  Reaction deals with tests of agility, balance and reflexes.  Finesse deals with tests of accuracy, charisma and stealth.  Intelligence deals with knowledge, memory and reasoning skills.  Wisdom deals with cunning, observational skills and wit.  Willpower deals with courage, learning and morale.  Strength deals with lifting, carrying and pushing.  Using these skills gains roleplay experience.  Unless aided by a special focus ability temporarily, this attributes can only be increased by practicing the skills corresponding to them and succeeding at them, using roleplay experience to improve them at the moment of a successful result. 

Each character is able to move a set speed when unweighted and slower speeds when carrying a burden, as per their species traits and individual background strengthening or weakening this pace.  This can only be increased via traveling distance up to a maximum pace for their species unless aided by other means.  Each character also has advantages and disadvantages to their life, virtues and vices, fears, and other traits.  Their level of physical beauty on a scale of mathematical proportions determines how other characters are attracted to them in a physical manner, with cultural influences and the like affecting the range of beauty that a character personally finds to be beautiful to them.  If a character is at the top of a beauty scale but the one they are flirting with in order to gain something is at the bottom, their standards of beauty might clash enough for it to fail regardless.  Additionally, a character's size affects what areas they can fit into, and how much their attacks damage those of a size other than their own range.  Each character comes from at least one species and one race within it, but they may also come from a myriad of them.  For every species or race they are from, they gain some benefits, decreasing in quantity and quality to the point of being non-beneficial after three generations.  A character needs to have at least twenty-five percent of the lineage from a particular bloodline in order to have even the smallest of benefits and traits from that species or race.

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