1.b Derived Attributes
When building your character, it'll be a good idea to know what it means to make certain choices. In older games you would often see several charts at this point to define your ability to hit, your progression on different skills, and even your spell slots.
Instead of all that, Anarchy Realms likes to be able to look at Base Attributes and get the Derived Attributes with simple math rather than looking up crazy amounts of charts and data. This is further simplified by a 5 point system where each point increases a die chain, and caps at 5. It doesn't matter if things stack up like crazy, its going to cap at 5. Now that cap doesn't meant that additional bonuses stop negating negative conditions, but it does mean that the math is overall simpler.
So what derived attributes will we need, and where?
Combat
- Actions
Energy
Initiative
Recovery
- Resources
Life Fount and Hit Points
Mana Wells and Mana Pools
Exhaustion
- Defenses
Reflex
Fortitude
Willpower
- Offense
Attacking
Critical Hits
Critical Misses
- Social
Social Standing and Composure (your ability to stay relevant in social situations)
Reputation (Social Defense)
Credibility (Social Offense)
Skill Challenges
Skills are connected to attributes, and a skill cannot pass in ability beyond the connected attribute. Skills have an untrained use, which usually covers typical things that you would do as you interact with the world and has a condition placed on its use; a known use, which has a specific feature; and a trained use, which gives boons to rolls and access to features. Skills also have different uses in a social situation.
Mind
This focuses on representing your ability to critically think about subject matters. Helps with problem solving, intellectual agility, memory and recall.
Martial
Awareness
Perceive, understand, and respond to and understand the elements of an environment, and predicting their future status.
Marks
Marking targets mentally or magically.
Tactics
Combat actions and movement
Runes
Etchings or a glyph with magical powers.
Caster
Implements
Wands, Rods, Staves, Crystals, and other conduits of magic.
Philosophy
Magic's theoretical framework and practical applications.
Enchanting
Your ability to imbue magic into things.
Abjuration
Your ability to protect yourself from magic and more.
General
Knowledge
Lore, History, Studied or Experienced. Includes recent.
Arcana
Understanding how magic works or interacts, including magical devices, creatures and spells.
Manipulation
Hand movement, objects held, prestidigitation.
Willpower
Your mental stamina to pay attention and maintain perspective.
Body
This prioritizes on representing your physicality, and how it leans towards being capable of doing things. It covers your dexterity, resilience and vitality.
Martial
Strikes
Ad nauseam attacks that do more than just hit.
Desperation
When you're bloodied and on the ground, but you have the grit to keep fighting, so you learn how to fight that way.
Charge Dash
Charging and dashing abilities and their friends.
Stunts
Pushing your body beyond limits, including combining things in unique ways.
Caster
Mana
Expansion of how to use mana for different things.
Druidic
A set of practices, spells and abilities.
Flash Step
Short range teleports and their best uses and modifiers.
Cantrips
Level 0 spells and minor effects that can grow with more cost.
General
Core Power
Ability to perform physically exhausting things.
Natura
Understanding nature, including weather, plants, animals, and environment.
Parkour
Physical ability to manipulate your body through the environment.
Survival
Your knowledge and physical ability to perform in survival situations. Also includes hunting and scavenging.
Soul
This is your inner monologue. It represents your peace with the world, your studies and history. It is etched with your past.
Martial
Stances
Changes how you fight, including giving access to different abilities.
Retribution
Counter attacks, justice and vengeance!
Focus
Mentally removing the barriers of your physical limitations.
Field Medicine
Fast, defensive medicine. Short term solutions until longer term help can be applied.
Caster
Spellbook
Expert ways of using a spellbook beyond the usual functions.
Devotion
Your worship develops blessings and boons.
Discipline
Your dedication grants learned ways to resist and assist.
Restoration
Mental, physical, emotional and more!
General
Academia
If you need to read, interpret and understand something, then this skill can help. Explains formal training.
Spirituality
Understanding how souls, the afterlife and the gods work.
Meditation
Introspection, the ability to quietly manipulate your mental state into a certain shape.
Medicine
This lets you understand how to take care of, treat or mitigate different ailments and issues with people that involve their physical selves and health.
Blood
This is your passion and drive. It is the inner fire of your creativity. Without this attribute, it is difficult to move you to do things.
Martial
Fury
Build up and convert rage into actions.
Poison
Harvesting, developing, and using it well.
Martial Arts
Combat as an art, adding more to what it does than just damage.
Guerrilla
Flanking, Trap building and use, and skirmishing knowledge.
Caster
Sorcery
A natural magic focus on Elemental magic.
Alchemy
A type of natural magic, allows for magical effects that don't use mana.
Dance
Dance moves and benefits from knowing how, including how to use them to cast magic.
Artifice
Combining Magic with machine for different effects.
General
Instinct
Helps you figure out what the environment is thinking.
Creation
Your drive to be creative. Access to different creative endeavors.
Art
Beyond just creating, you are sending a message. Expands to different art forms.
Engineer
Knowledge of the six classic machines and more complicated ways to use them.
Heart
This is your emotional intelligence. It is what helps you manage your own emotions and the emotions of others. It is where your compassion and authenticity come from.
Martial
Guile
Roguish tactics.
Psionics
Unlocking parts of your mind to accomplish magic like effects.
Strategems
Special plans that can be executed on a larger scale.
Beast Mastery
Special techniques with animals.
Caster
Charm
Mental control over others.
Invocation
Using the powers of others, or using their name as a power.
Rituals
Casting spells without mana, at the cost of time action and other resources.
Familiar
Summoning, working with and using Familiars.
General
Social Skills
Intimidation, Persuasion and Subterfuge.
Empathy
Helps you figure out what other people are thinking.
Investigation
This is a combination study, perception, and logic that helps with finding details and piecing details together.
Animal Handling
Animal Training, how to get similar results from other trained animals, and animal care and medicine.
Bone
This is established by your aesthetic reasoning, it is full of symbolism about who you are. It also affects your appearance and how others perceive you. Where something else might hold your truth, this where it is expressed.
Martial
Equipment
Use of specialized gear for effect.
Pacts
Deals you make with a greater non-god, but god-like being.
Execution
Techniques to end a bloodied creature, applying one of the strongest debuffs in the game.
Shouts
Your words have power, and you are a boss on the battlefield.
Caster
Illusion
Manipulation of perception. Magical lying.
Necromancy
Using different magical philosophies with the focus on animating or manipulating the dead.
Subtlety
Quiet casting, invisible magic, and nuanced spells.
Song
Using music to cast spells.
General
Disguise
Designing, implementing and succeeding with disguises.
Occultism
Understanding how esoteric practices affects things, including demonology, and other cult concepts.
Stealth
Helps keep your bones from rattling.
Performance
Maintain focus and get what you are doing done for anything that requires it being done in front of at least one other person or as if another person were there.
Actions
Whenever you perform an action, then that action takes Energy, uses Initiative, and has a Recovery Period. There is a generic Action, that players can perform, that has no cooldown. This is a special action that can be used in general when you don't know what to call, or how to reference an action being performed.
There are Universal and Unique Actions, and those can be further divided into Standard, Plus and Free actions, which will be explained later. Universal actions are available to most players and monsters with few restrictions based on logical understanding. Unique actions on the other hand, are specific to your character based on choices, roles, styles and other factors.
It is important to note, that Recovery happens before an action goes on cooldown, and happens after every action you take.
Energy ⌁
The left number is the amount of energy used by the action.
You remove this amount from your current energy. If you run out of energy, you cannot perform other actions until the round ends and must Pass Turn/Take no Action.
⌁ 5|5 ↪
Action
No Cooldown
↪ Initiative
The right number is the amount of initiative used by the action.
You remove this amount from your current initiative. If this brings initiative to below 0, then the round ends for everyone.
The name of the action and the cooldown are next. This action, known as Generic Action, has no cooldown. If an action has no cooldown dice when it is used, it still has to wait for one other action to occur before it is available again, this is a global cooldown. This does not apply to actions that have no cooldown to begin with, such as this Action.
Cooldown dice are 4 6 8 10 12 , which are the d4, d6, d8, d10 and d12 respectively. When an action has these dice listed, you have to use an amount of Recovery to clear off the dice. Any amount that does not clear off a die, reduces the number left over.
For example, if you performed an action, and had on cooldown an action with a 4 8 and you roll a 6 for your clear, you can either clear off the 4 or lower the 8 to 2, leaving you with a die on 4 and one on 2 .
0|5
Pass Turn/Take no Action
If an action lasts until your next turn, this extends it
No Cooldown
No Cooldown and No Cooldown Dice are two different things. No Cooldown means the card never goes on cooldown, but no cooldown dice means that it still goes on a global cooldown (usually the result of something that lowers the number of cooldown dice).
You can Pass Turn, to conserve your Energy to use later in the round, or to maintain certain actions. Leftover Energy at the end of a round gets added to your Initiative on the following round.
Energy
Base + Attribute (Body or Blood) + Skill + Circumstance + Flat Level Bonus
Depending on your style of character, you will have a different Base for Energy.
Martial (Base 12)
Caster (Base 10)
Generalist (Base 15)
The higher of the two attributes decides what dice is rolled for energy.
1 = d4, 2 = d6, 3 = d8, 4 = d10, 5 = d12
Certain skills and circumstances can affect this.
Situations that add to Energy includes a special situation of a flat bonus for each action cleared of cooldown the previous round, which is added to the Flat Level Bonus (like other Flat Bonuses it maxes out at +10). Abilities with no cooldown do not contribute to this.
Initiative
Base (d20) + Attribute (Mind or Bone) + Skill + Circumstance + Flat Level Bonus
Initiative Base is a d20.
The higher of the two attributes decides what dice is rolled for initiative.
1 = d4, 2 = d6, 3 = d8, 4 = d10, 5 = d12
Certain skills and circumstances can affect this.
Situations that add to Initiative includes a special situation of any leftover energy you have from the previous round, which is added to your initiative as a flat bonus (like other Flat Bonuses it maxes out at +10).
Recovery
Base + Attribute (Soul or Heart) + Skill + Circumstance + Flat Level Bonus
Base is your rank. Higher ranked games clear actions faster.
The higher of the two attributes decides what dice is rolled for recovery.
1 = d4, 2 = d6, 3 = d8, 4 = d10, 5 = d12
Certain skills and circumstances can affect this.
Every ability on cooldown progresses their cooldown clock by the total of the amount rolled on the recovery dice on one of its cooldown dice, or until that die is used up. It does not progress past that die onto others.
Situations that add to Recovery includes a special situation of any leftover initiative from the round gets converted one for one as recovery to one individual cooldown die.
Resources
Hit Points
You have five base kinds of hit points (HP):
Current HP, whether it is Life Fount HP or Base HP, this is your current state.
Your Base HP which you use when you are out of Life Founts, and its Maximum (HPMax) which is the maximum your LFHP can be.
Your Life Fount HP which you use for each Life Fount you have remaining. When you reach 0 Current HP you become Bloodied, and will trigger a Critical Event on the next time you are hit.
Barrier HP which is from spells or effects that absorb damage before it gets through to you. Usually only lasts for a short time.
Temporary HP which pushes your current HP above your current maximum and is lost first when HP would be lost or during a rest.
Life Founts
Each Fount contains its own HP, lost Founts require a Full Long Rest (week long rest) to recover.
You start with 1 Life Fount at 1st level, and your class determines the rate in which you gain more. You also get 1 Life Fount for each point in Body or Heart (whichever is higher, or 0) and for each Rank.
Your Life Fount HP uses the following formula:
Class HP Base (12,10,8) + Attribute (Body or Heart as a die) + Skill (Class Hit Point as a die) + Circumstance (Number of Life Fount as a Flat Bonus) + Flat Level Bonus
For example, if you are a Warrior at Level 0, Rank 0 with a Body of 3, you would have 4 Life Fount (3 from the Body attribute and 1 for existing). Your Life Fount HP would be 12 + 1d8(3 Body) + 1d12(Class HP Skill) + 4(Life Fount Total) + 1(Flat Level Bonus) which is 17+1d8+1d12 which averages to 28 LFHP. Your HP Max for when you are out of Life Fount would be 12+1d12+3 or about 21 HPMax. Which means until you level up a bit, your LFHP is capped at 21.
What happens when you level up?
HPMax for that Warrior goes up by 6 + Skill + Flat Attribute Score, so for them at level 1, they would gain 9 + 1d12 or an average of 15 HPMax. Bringin them from 21 to 36. And since nothing else changed, their LFHP now is no longer capped at 21, and can be 28.
That means at level 1 with 4 LF and an HPMax of 36, the total available HP for the Warrior is 28x4+36 which is 148 Total HP.
When you reach 0 Current HP when you have 0 LF the next critical hit against you is deadly.
Mana Points
You have five kinds of mana points (MP):
Current MP, whether it is Mana Well Mana or Base Mana, this is your current supply.
Your Base MP which you use when you are out of Mana Wells, and its Maximum (MPMax) which is the maximum your Mana Well can be (if any).
Your Mana Well MP (MWMP), which you use for each Mana Well you have remaining. When you reach 0 Current MP after using mana you become Mana Sick, Exhausted, and will trigger a Mana Surge on the next time your are hit.
Mana Sources MP (MSMP), which is from effects and items and gets used before Base or Mana Well Mana is used. You can have MSMP even if you can't have Mana.
Temporary Mana which is gained in different ways and disappear when combat ends. You can gain Temporary Mana even if you can't have Mana.
Mana Wells
Each Well contains its own MP (if you can have MP), lost Wells require a Full Long Rest (week long rest) to recover.
You start with 1 Mana Well at 1st level, and your class determines the rate in which you gain more. You also get 1 Mana Well for each point in Mind or Blood (whichever is higher) and for each Rank.
You can have Mana Wells even if you can't have Mana.
Spells use Mana alongside energy and initiative to cast. The mana cost depends on the spell. Bigger spells surpass mana, and require entire Wells to cast. These spells use up all the remaining mana in a well to cast (if any) and can't use Mana Sources MP.
Bloodied
When your current hit points reach 0, you are considered bloodied. While bloodied, you are exhausted (adding to any other exhaustion you already have), any attack that lands past your defenses is considered a critical hit, which removes a Life Fount and can down you, triggering a Critical Event.
If you have no Life Founts left, you die.
If you are bloodied, getting healed removes the bloodied condition.
Mana Sick
When your current mana points reach 0 after using mana, you are considered mana sick. While mana sick, any attack that lands past your defenses is considered a critical hit, which triggers a Mana Surge.
If you are mana sick, it takes 20 cooldown to decay the well so you can cast spells again.
Critical Event
When you are hit while Bloodied, you roll in the Critical Event table, depending on which Intensity of Life Fount you are on.
1 Life Fount (the last Life Fount) - High Intensity
The remaining Life Founts are divided between Medium and Light Intensity. With the Light Intensity being form the highest Life Fount and then the remaining Founts being Medium.
Example, Warrior has 4 Life Fount, the last Life Fount they use is High Intensity, the one before that is Medium Intensity, and the first two they would lose would be Light Intensity.
If they had 9 LF, the last LF they use is High Intensity, the 4 before that is Medium Intensity, and the first 4 they would lose would be Light Intensity.
Critical Event Table
(coming soon)
Mana Surge
When you are hit while Mana Sick, the remaining cooldown on the Well Decay (starts at 20 ) is the resulting effect in the Mana Surge Effect table. You also lose that much Current HP, which can trigger a Bloodied critical hit effect (Life Fount loss, and Critical Event, etc).
Your Mana Well instantly decays.
Mana Surge Table
(coming soon)
Exhaustion
Each point of Exhaustion lowers your flat level bonus by 1 up to a maximum of -10.
If exhaustion cannot lower your Flat Level Bonus any further (it is already at -10) then you are knocked unconscious instead.
Downed
When you gain the downed condition, you gain 1 point of exhaustion (if you are bloodied while downed you also have that exhaustion), go prone, and can perform no actions.
At the start of the next turn, you get a circumstance penalty to your Energy and Initiative for each point of Exhaustion you have, and you no longer have the downed condition and are no longer bloodied (and recover the exhaustion being bloodied grants you).
0|5
No Action Available
If a condition prevents you from taking actions, this happens. Any action that lasts until your next turn ends.
No Cooldown
Unconscious
When you are unconscious you can perform no actions.
If you are exhausted, then to wake up it takes you that many No Action Available actions. If you are unconscious for longer than a Quick Rest, then you recover 1 level of exhaustion and wake up.
Defenses
Base + Attribute + Skill + Circumstance (Rank) + Flat Level Bonus
Passive Defense
Base
Your class's style defines your base defenses for Reflex, Fortitude and Willpower. With a range of 8, 10 or 12.
Attribute
Each defense is attuned to a different attribute. Attributes are paired, and you take the higher of the two attributes.
Reflex uses Body or Blood.
Fortitude uses Soul or Bone.
Willpower uses Mind or Heart.
Skill
Different skills apply to different defenses. For example, Evasion would tie into Reflex while Armor skills would connect with Fortitude. If a skill connects with a defense type the highest rank in that skill is what you put into the skill category (for example if you have a general skill in Armor and it is at 1, but a specific skill in Heavy Armor at 2, and you are wearing heavy armor, you can use the 2 instead of the 1. You would not add them together). This only goes up to 5.
Circumstance
For defense you simply add half your rank. Different monsters, or characters can be at different ranks in some styles of play, so this is here as a way to differentiate the power of the ranks.
Flat Level Bonus
This is the +1 to +5 you can get for leveling up.
Active Defense
If you use Active defense, you can react to being hit by attempting to roll defense on one of the two defenses being attacked. This could change the attack to a critical hit or miss, depending on how you roll. Some skills give bonuses or advantages to active defense rolls.
5|5
Dodge/Defend
6 6
+5|
Reaction
+12
Base (d20) + Attribute (d4,d6,d8,d10 or d12) + Skill (d4,d6,d8,d10 or d12) + Circumstance (d4,d6,d8,d10 or d12) + Flat Level Bonus (1,2,3,4,5)
Offense
Attack Score
The type of attack you are making, such as unarmed, melee weapon, ranged weapon, melee spell, ranged spell, or area attacks, decide what attributes you can select for the attack. So when you pick your weapon or spell, you would prefer the ones that use your highest attribute, but that is not always possible when trying to be optimal.
Usually Melee attacks use Blood or Bone. Ranged attacks use Blood or Mind. Magic usually focuses on Mind or Bone. Though this is a guideline, you have to look at the individual attacks, gear, and spells for the information.
5|5
Attack
6 6
|-2
Short Sword, -2 initiative
1d6 damage,Blood
Hits on 2
+6
|+1
Great Sword, +1 initiative
1d12 damage,Heart
Hits on 4
+12
Critical Hit
A natural 20 or beating both defenses by more than 10 is considered a critical hit. Critical Hits can skip a Life Fount if the damage it deals would cause Current HP to go past 0. They otherwise cause Minor Events to occur.
Critical Miss
A natural 1 or missing both defenses by more than twice your flat level bonus is considered a critical miss.
Note: Beating by more than twice bonus on crit hits would mean that getting better is harder to crit hit. But making the window to crit miss shrink (by growing the leeway of not crit missing) shows another way you are improving.
Attacking Reflex
Making attacks against Reflex is usually included in almost all attacks. If you miss with reflex but hit the other defenses, then the attack was a glancing blow, and usually means it bounced off the armor, grazed the target, or was otherwise mostly avoided.
Attacking Fortitude
Attacks against Fortitude usually implies requiring bypassing armor or someone's health. Missing only fortitude means that the damage is reduced by the armor, or the effect is reduced by half if it does not interact with armor. It includes attacks against their constitution, such as against poisons and diseases.
Attacking Willpower
Willpower is usually the result of an attack that requires perseverance to overcome. It also includes things that attack mental stability, such as charms, fears, mental attacks and the like. Missing only willpower usually means that the effect of the attack does not occur or is reduced in length of effect.
Social
Social Standing
Depending on the culture you are in, the different types of social standing can be defined with a number from 0 to 10. In a Caste system for example, you could have a social standing of 10 for the leader, 8 for the military, 6 for the farmers, 4 for the artisans, 2 for outsiders and 0 for merchants and landlords.
Composure
This is also referenced as Social HP. This is how many failures you can have before people stop listening to you. Once you lose your composure you can no longer affect the social outcome of the event, and you usually leave in a huff. This loss is used to represent a major setback, which will also happen in the conversation or event you are in. That setback alone might be enough to get guards to start trying to move you along, but as long as you still have Composure, you can essentially say, "Hold on a moment!" and keep things going. But sometimes its better to take the loss for the moment and let the story progress in a direction.
Reputation (Social Defense)
This is based on what people know about you. Reputation helps protect your composure and helps protect you even against Credible attacks.
Credibility (Social Offense)
This is based on how believable you are. If you are known for telling truths, then even scandalous statement can carry weight. Sometimes, it allows for people to fill in the gaps of what you are saying.