Attributes V2

Welcome to Attributes V2

This will explain things a bit nicer and hopefully better

Health#

To create health roll 3d6 and on level up roll 1d6 and add to health

Core Attributes#

These are the attributes that all Entities have. They have a minimum of -10 and a max of 20

All characters start with 5 and roll a d10 if you roll a 10 you add 5 gaining a 10 in the attribute If you roll a 1 You do -4 gaining a 1 in the attribute.

You cannot get above a 10 Without level ups or Going into the negatives.

You can choose to lower an attribute into the negatives to increase an attribute for the same amount. You can not go below -5 Without input from an Anomaly Example If you lower Strength to -5 you can then increase an attribute by 5

5 Grants a +0 to your attribute rolls

10 is a +5 To attribute rolls

15 is a +10

Strength - Character performing Feats of strength, Ex: Ripping a door off its hinges, Kicking a door in, Pulling open an elevator door, Breaking a lock open.

Dexterity - Character Performing Feats of Dexterity Ex: Running down multiple hallways without tripping, Travelling between towns/Safe Zones.

Intelligence - Character performing Feats of Intelligence. Ex: hacking a electronic lock, Finding Specific Knowledge in A Book Or Anomaly entry that others wouldn't.

Communication - Character Being good with communication. Ex: Convincing a trader to sell them goods for cheaper, Convincing an NPC to give them information about an anomaly or The location of a town/safepoint. Calming down NPC's, PC's, Anomalies during conflict

Energy - Determines the amount of actions A player can take during one turn of combat. If you do not expend all energy it refreshes at half + What you had left over next turn, This cannot exceed your base energy.

Sanity - Works different from other Core Attributes and will get a more in depth explanation on its own page Sanity and anxiety v2

Determines how many situations that raise anxiety you can endure before negative affects begin. Restores on a long Rest

Skill Attributes#

Inherit the stat of their respective Core attribute. Players will Choose what they want their character to have, with a max of 2 (to be changed) Per core attribute

Strength attributes#

Brute Force - Used during tests of brute force, such as pulling open doors.

Dexterity Attributes#
  • Sprint
  • Parkour - Jumping across gaps, wall jumps, ect ect. 
  • Stealth 
  • Lock Picking - Requires tools like paperclips.
Intelligence attributes#
  • Perception
  • Literacy
  • Hacking
  • Creativity - Crafting
Communication attributes#

Perception Persuasion Deception Conflict deconstruction- a more specific persuasion such as calming animals. children, sapient scp's ect ect. (comm or int)

Sanity attributes#

These are very different from other skill attributes and double edged swords with an emphasis On negative.

Skittish - You jump at the slightest movement, allowing you to notice things others normally wouldn't

  • +5 to Perception rolls permanent -10 to Anxiety

Dissociative - You tend to zone out during stressfull situations

  • +10 to anxiety -2 to perception and -2 to Persuasion