Temp Attributes and Stats
From Sagataflwiki
This is an overview of Attributes, sub-Attributes, and non-attritive Derived Stats. Attritive Derived Stats such as Blood Points and Spell Energy Points (and Hit Points, in the increasingly unlikely event that they are actually allowed to remain in the system) will either be added later, or else be defined in a separate document, including the derivation formulae.
Note that some of the formulae below, for (non-attritive) Derived Stats, may be changed later. Also ntote that Attributes and sub-Attributes use different Cost Factor systems. CF5 doesn't mean the same for an Attribute as for a sub-Attribute.
Attribute | Value | Cost Factor (for Humans) | Notes |
---|---|---|---|
Dexterity | Base Dexterity | 5 | the Parent Attribute |
Dexterity | Combat Dexterity | ? | Used for interacting with moving or far-away objects, typically of unarmed, melee weapon and ranged combat |
Dexterity | Manual Dexterity | ? | Used for precise interaction with immobile objects, typically as the basis for crafts Skills and manual thief Skills |
Since Dexterity splits into only two sub-Attributes, their cost need to be fairly high. Medium'ish cost for Manual Dexterity, maybe CF3, and high'ish cost for Combat Dexterity, probably CF5, because of the potential for combat monster optimization.
Attribute | Value | Cost Factor (for Humans) | Notes |
---|---|---|---|
Constitution | Base Constitution | 5 | Parent Attribute |
Constitution | Resist Disease | ? | Used to resist diseases |
Constitution | Resist Poison | ? | Used to resist poisons |
Constitution | Aging Roll | - | Base value equal to (3+Con)/2 rounded, not modified as a sub-Attribute, but using some other scheme |
Constitution | Fertility | - | |
Constitution | Recovery | - | |
Constitution | Stamina | SP | Stamina Levels are purchased with Skill Points and "go on top" of Constitution to determine the character's total Endurance |
Constitution has two true sub-Attributes, so their cost needs to be high'ish, maybe CF3 each. The cost of modifying Aging Roll, Fertility and Recovery must depend on whether Constitution is an even or odd number (see mailing list post). Recovery is a potentially very powerful Derived Attribute, for creating combat optimized characters, so must be expensive to buy up. Fertility is of little importance, but note the potential for choosing to create a completely Sterie character. Aging Roll is in-between, mattering a lot in some campaigns, not at all in others.
Stamina is purchased with Skill Points (as a Training) and as such does not use the Cost Factor system.
Attribute | Value | Cost Factor (for Humans) | Notes |
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Attribute | Value | Cost Factor (for Humans) | Notes |
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Attribute | Value | Cost Factor (for Humans) | Notes |
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Attribute | Value | Cost Factor (for Humans) | Notes |
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