What are Attributes Good For

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What are Firan attributes good for?

Contents

Combat stats

combat/archery -- coordination

combat/axes -- agility, reflex

combat/brawling -- agility, reflex

combat/clubs -- agility, reflex

combat/javelins -- coordination

combat/knives -- agility for attack, reflex for defense

combat/slings -- coordination

combat/spears -- agility, reflex

combat/staves -- agility, reflex

combat/swords -- agility, reflex

combat/thrown weapons -- coordination

combat/whips -- agility, reflex

combat/wrestling -- agility, reflex

Best 2 of Favor, Passion, Luck, and Willpower for death rolls

Best and worst of Endurance, Health, and Willpower for unconscious rolls

Social commands & imperatives

intimidate -- intimidation skill + command -- vs. courage

persuade -- persuasion skill + allure -- vs. willpower

convince -- persuasion skill + reputation -- vs. willpower

manipulate -- manipulation skill + allure -- vs. maturity

deceive -- deception skill + shrewdness -- vs. bs detection skill + willpower

con -- con skill + shrewdness -- vs. bs detection skill + shrewdness

command -- leadership skill + command -- vs. willpower

interrogate -- interrogation skill + command -- vs. willpower + courage

beg -- begging skill + allure -- vs. willpower

seduce -- seduction skill + allure -- vs. willpower

praise -- propaganda skill + connectedness

diss -- slander skill + connectedness

chastise -- can be used on non-sponsored players, up to (reputation) times per day

orate -- Oratory + Max of Connectedness, Passion, Reputation, or Mobility

Conception & Pregnancy

Conception -- both players' health and creativity are added and the total is divided by 4. Check is at diff 8.

Not miscarrying -- health + child rearing; if you pass a luck check at 6 with at least one success, you get to roll 1 extra die. (Two botches miscarries)

Birth -- health + endurance (mother), health + luck (baby)

Appraisal

Appraisal skill + shrewdness

Farming

Agriculture skill + endurance

Craft Skills

armoring -- +muscle, coordination, attention

artillery -- reason

bowyery/fletchery -- +muscle (bows), +coordination (missiles)

brewing -- +attention

carpentry -- +coordination, +muscle, attention, creativity

cobbling -- +coordination

cooking -- +attention

glassmaking -- +coordination

herbology -- +intuition, +attention, creativity

illustration -- attention (drawings), creativity (paintings)

locksmithing -- attention (keys), coordination (locks)

masonry -- coordination, muscle, attention (mortar)

perfuming -- coordination

ropemaking -- coordination

sculpting -- +coordination, creativity (marble plaques)

smelting -- muscle, coordination, attention

smithing/bronze -- coordination

smithing/iron -- +coordination, +muscle

smithing/precious -- +coordination, attention

tailoring -- +coordination

tanning -- muscle

toxicology -- memory

weaponsmithing -- +muscle, coordination

weaving -- coordination

Miscellaneous

Eating capacity: size

Carrying capacity: muscle

Healing: memory, attention, intuition

Sneak: (Agility + Coordination + Perception)/3 + Stealth at 6 (if under half your normal carry weight)

(Agility + Coordination + Perception)/3 + Stealth at 8 (if over half your normal carry weight)

Hide: Perception + Hide at 3 initially for a private room with few people. Difficulty increases as more people are added to the room. For a public room, the base difficulty is 6. The formula is altered if there are more PCs/NPCs/'figments' (crowds) gathered in the room. It is complicated!

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