A PbP game set in the witcher's universe.

    Main Traits


    Posts : 30
    Join date : 2016-10-23

    Main Traits

    Post by Malena on Wed Oct 26, 2016 1:24 am

    The Main Traits

    There's not "set" amount of points to spend, there are guidelines describing which number means what. Please try to reflect your character's traits as well as possible.

    Constitution describes the power of your muscles and your general physical build.
    If you fight with a heavy battleaxe or warhammer it will describe how well can you wound your opponent. But, let's be honest, who still wields such weapons in the modern times? Maybe some dwarves and few old knights remembering Cintra's glory. And some wild warriors from Skellige.
    Did you notice that strong and muscular people are often thought to be stupid, while overly sickly and weak persons are often considered somewhat shady?
    Modern times prefer finesse, technical prowess and wits.
    A woman likely won't have constitution over 10, a man of medium buid has around 12. A strong person is someone with constitution 15, while a lumberjack might have 17 or more.

    Used for:
    - Strength tests
    - modifying Damage you got
    - stating how much weight is bothering

    Dexterity describes flexibility of the body and coordination of movements, it influences your level of swordmanship, horse riding and other actions connected to movements. Dexterity seems to be useful in all areas of life, yet in none it is the key trait. A man with high Faith becomes a priest, a man with high Constitution - a soldier... and Dexterity? It's simply useful in life, especially when you're living on a trail...
    A man of Dexterity 8 or less is quite clumsy or stiff, most of the average people and even average fighters have Dexterity 10 or 12. More capable persons - thanks to natural talent or regular practice will raise Dexterity to 15, the best of them to 16. Extraordinary people with cat-like moves have Dexterity around 18.

    Used for:
    - tests connected to movement ie horse riding, swimming, jumping, racing, climbing short distances, throwing small items etc.

    Wits describes intelligence, and for women also so-called intuition. Wits are important in the library but also on the battlefield. It inflences how fast can you learn, how fast are you connecting the facts, do you ave finesse needed to outsmart your enemies. Who change th life into a game, a race toward the power and wealth knows how to show themselves in the best light - and how to cheat without getting caught. Intelligence often comes with pragmatism, as proven by the mighty advisors of kings and well-known generals. It's good to be well-born, it's even better to be born a smartass.
    A person with Wits 7 appears to be naive if not simply dumb. Common people, uneducated people and regular fools often don't exceed this number. An educated person will normally have 10-12 in Wits. Courtiers and priests often have 12 and more - as they age and gather experience they become masterminds with 18.

    Used for:
    - mental tests ie reading maps, finding information in books, sophisticated discussions, trying to understand difficult scientific, magical or theological knowledge
    - knowledge tests ie history, geography, occult
    - memorizing books, prayers and spells

    Awareness describes the power of your sight and hearing, also the "sixth sense". You use it to notice details, to hunt animals, to listen if someone walks in the shady corridor or alley.
    People with high awareness can read emotions very well, they can also tell there's a carriage approaching slowly on the road - before the others go through the bushes and get know that there apparently IS some kind of a road...
    Who's plain dumb has about 5 in Awareness. Average person has 12 unless they got some problems with sight, then it's more like 10. Scounts score around 14, while spies around 18.

    Used for:
    - perception tests
    - defining the order of actions

    Trustworthiness describes how people perceive you. It decides how much power is in your words and how much can you change with a single gesture. Trustworthiness is influenced by the outlook and clothes, also by the situation, but some people command respect and inspire obedience even cothed in an old worn-out uniform or robe. It's their inner power, their voice, way of conduct, gestures.
    Peasants have trusthworthiness of maybe 3 or 4, while the nobles start out with at least 10 - thanks to their high social poosition. Ladies -with obvious exceptions - are often considered more trustable, they often score 12. Leaders, priests and diplomats often have 14 and more. The best of politicians, mages and priests may score 18, while some equisite inquisitors, masters of magic and kings surely have even 20.

    Used for:
    - tests of convincing and bluffing
    - describing other people's attitude to the character

    Endurance describes the stubborn and consequent spirit, as well as the endurance of the body itself. You use it to keep going despite your wounds, or faithfulness to your cause or orders in exteremly unfavorable conditions. On Endurance depends the level of your stamina, your wil of fight and when - and if - you surrender. Endurance often inspires respect even in opponenents, who watch the enemy regiments fight fiercely in a lost combat. Weak people have Endurance about 8, average person - 10. Soldiers, priests, monks and mages often have 12, trained by their tedious duties and studies. More than 16 is for the unbroken souls. Whoever fought on the worst fronts - and survived - likely have 18 or more.

    Used for:
    - chcecking how much you can do despite wounds
    - willpower tests, fighting sleepiness, exhaustion, hunger, doing tedious work, exhausting travel etc.

    Self-Control describes your attitude when angered or endangered. It defines how would you act in most dramatic situaions, when the danger forces you to make quick - yet right - decisions. Self-Control states if you can think clearly in the worst moment. It's not the same as courage, as the latter often corelates with bravery and stupidity of a person unable to properly judge the danger. Thats why the brave often die heroic death, while the ones with high Self-Control live long enough to die natural death.
    A person with Self-Control 6 and lower you'll recognize quickly, and quickly you'll just slap him across the face. Low Self-Control is more accepted in women, as also their mood swings are easier forgiven. Average man should have Self-Control at least 10, though some hot-headed types surely have it lower. Whoever wants to be a courtier or a politician should have at least 12 and try to raise it quickly. Negotiators and emissaries shouould hve at least 14 to avoid shame. People of steel nerves have 16. Some well-known spies and generals surely have 20.

    Used for:
    - courage tests ie meeting armed enemies or beasts and demons, while travelling during scary places, in dangerous situations
    - self-control ie while masking strong emotions, calming the nerves etc

    Faith in a god, a godess or gods is a very personal thing, perceived in an unique way by every person. Anyway, some believe blindly, some require proofs, some trust only their reason, some find power in their faith, some live for their deity, some only for themselves. Many common people have Faith scoring 14 or even 16, as they often follow the way of their ancestors and natural cycles simply and genuinely. Regarding others - without a reason, without any rules - some have 6, some have 16. It's personal matter for everyone.
    The dominant religion of the Empire is the Eternal Fire, many people believe though in the Great Mother - "triple" goddess Melitele. Some praise obscure deity Kreve, or follow Prophet Lebioda's way. Islanders from Skellige often worship Lady Freya, while some continental folk secretly kept the faith in the Old Gods - Perun, Svetovit, Svarozic, Devana and others from the most ancient pantheon.
    Priests and mages often treat each other with reserve. In case of a mage or a sorcerer, the trait of Faith is very rarely the same as their Magic Will. More often it's the exact opposite, the more powerful sorcerer the less trust he puts in gods, as he trusts mostly in his own godlike powers. (in most cases Magic Will = 20 - Faith)

    Used for:
    - modifying courage tests - while facing demons or fighting for the right and sanctified cause
    - modifying tests of stubborness - in similar cases like with the courage
    - modifying the Trustworthiness tests - towards the deeply believing folks and common people
    - defense from demons, powers of (dark) magic and Darkness
    - prayer
    - Magic Will allows the sorcerers and sorceresses and all sorts of mages, witches and "wise women" cast their spells

      Current date/time is Sat Jan 19, 2019 5:31 am