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Attribute Checks
Attribute Checks refer to a segment of the Official Roll System that occurs within the game. Not exclusive to attributes only, these types of Official Rolls are performed via a Bot that will choose the outcome of an action ( Non-Combat Related ). Most checks will always feature more chances to fail, as to promote a sense of defeating the odds, but there exist a Sub-Category of Attributes that influence the odds. The [ Attribute System ] and the [ Trait System ] Determine the Point Allocation to Each Attribute in the Sub-Category ( Often Referred to as Secondary Attributes ).Each Official Roll will Always Feature One [1] Success. The Amount of Failures Featured in Each Roll Depends On the Type of Roll Being Conducted. There are Three [3] Types of Official Rolls and Each One Represent the Different, Overall Mood of the Interaction:
Favored Rolls Means the Standard Amount of Failures are Four [4]
Neutral Rolls Means the Standard Amount of Failures are Nine [9]
Opposing Rolls Means the Standard Amount of Failures are Fourteen [14]
Neutral Rolls Means the Standard Amount of Failures are Nine [9]
Opposing Rolls Means the Standard Amount of Failures are Fourteen [14]
The Persuasion Attribute
This attribute represents the ability to convince other sentient targets ( NPC or Characters ), whether you are attempting to simply persuade or successfully lie to the target. The Intelligence Attribute determines the Allocated Points for the Persuasion Attribute. Whenever a character is attempting to Charm, Befriend, Lie, or Convince a Target, a Persuasion Attribute Check Occurs.
Rule: X = One [1] Point, Where X is Every Two [2] Points in the Intelligence Attribute.
+X Points in this Attribute determines the Amount of Failures Removed in NPC or Character Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC or Character Interactions.
+X Points in this Attribute determines the Amount of Failures Removed in NPC or Character Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC or Character Interactions.
The Intimidation Attribute
This attribute represents the ability to force other sentient targets ( NPC or Characters ) to do something, whether you are attempting to simply convince or coerce the target. The Resolve Attribute determines the Allocated Points for the Intimidation Attribute. Whenever a character is attempting to Aggressively Convince or Coerce a Target, an Intimidation Attribute Check Occurs.
Rule: X = One [1] Point, Where X is Every Two Hundred [200] Points in Resolve Attribute.
+X Points in this Attribute determines the Amount of Failures Removed in NPC or Character Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC or Character Interactions.
+X Points in this Attribute determines the Amount of Failures Removed in NPC or Character Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC or Character Interactions.
The Perception Attribute
This attribute represents the ability to investigate sentient targets ( NPCs or Characters ) or the Environment to gather critical information. This attribute influences if your character can successfully resist another's Persuasion, Intimidation, or Stealth / Sleight of Hand Attribute Checks. The Intelligence and Dexterity Attributes determines the Allocated Points for the Perception Attribute. Whenever a character is attempting to Track Targets or Look for Targets within an Environment, Learn Information about or Navigate the Surrounding Environment, See Through a Target's Attempt to Convince / Charm / Lie / Coerce, or Discern the Characteristics of a Target - an Perception Attribute Check Occurs.
Rule: X = One [1] Point, Where X is the Lowest Number Between the Intelligence and Dexterity Attribute.
+X Points in this Attribute determines the Amount of Failures Removed in NPC / Character or Environmental / Items / Object Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC / Character or Environmental / Items / Object Interactions.
+X Points in this Attribute determines the Amount of Failures Removed in NPC / Character or Environmental / Items / Object Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC / Character or Environmental / Items / Object Interactions.
The Stealth / Sleight of Hand Attribute
This attribute represents the ability to either hide within the surrounding environment or steal objects without being noticed. The Dexterity and Agility Attributes determines the Allocated Points for the Stealth / Sleight of Hand Attribute. Whenever a character is attempting to Hide or Steal a Target, a Stealth / Sleight of Hand Attribute Check Occurs.
Rule: X = One [1] Point, Where X is the Combined Points in Dexterity and Agility, the Divided by Four [4] ( Round Down ).
X Points in this Attribute determines the Amount of Failures Removed in NPC / Character or Environmental Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC / Character or Environmental Interactions.
X Points in this Attribute determines the Amount of Failures Removed in NPC / Character or Environmental Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC / Character or Environmental Interactions.
The Luck Attribute
The attribute represents the uncanny karma, whether it is negative or positive, your character is assigned at birth. Traits and Custom Titles can determine the Allocated Points for the Luck Attribute. The default luck a character possesses is determined by One - Two [1-2] Official Roll upon the approval of the character sheet ( or upon earning a Personal or Developing Follower ).
Rule: Determined by an Official Roll
+X Points in this Attribute determines the Amount of Successes Added in NPC / Character or Environmental Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC / Character or Environmental Interactions.
+X Points in this Attribute determines the Amount of Successes Added in NPC / Character or Environmental Interactions.
-X Points in this Attribute determines the Amount of Failures Added in NPC / Character or Environmental Interactions.
Group Attribute Checks
Group Attribute Checks are moments where multiple NPCs or Characters attempt one of the different types of Attribute Checks currently available in the game. When this situation occurs, every character determines the total amount of Allocated Points in the Secondary Attribute of Focus. That amount of points is then Halved to determine the amount of failures removed or added. Luck is never factored in Group Attribute Checks.
Extra Add-Ons
There are times where the specific actions of the character can influence the Attribute Checks positively or negatively. This system entire system is for providing a standard for players, but it cannot logically account for every variable in the system. Please understand that there are situations where the staff holds the right to add or remove failures ( or successes ) during Official Rolls to properly reflect the variables in any given situation. There is still a baseline the staff intends to follow, which has been addressed below:
→ Whenever the Character Aids a Neutral NPC / Characters, then Three [3] Failures are Removed From the Official Roll.
→ Whenever the Character Aids an Opposing NPC / Characters, then the Number of Failures Added in Opposing Rolls are Halved.
→ Whenever the Character Aids a Favored NPC / Characters, then the Number of Failures Added in Favored Roll Halved.
→ Whenever the Character Offends a Neutral NPC / Characters, then the Official Roll Converts the Neutral Roll to an Opposing Target.
→ Whenever the Character Offends an Opposing NPC / Characters, then the Number of Failures Added in Opposing Rolls are Doubled.
→ Whenever the Character Offends a Favored NPC / Characters, then the Official Roll Converts the Favored Roll to a Neutral Roll.