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| rules:attributes [2025/07/02 18:10] – Ron Helwig | rules:attributes [2025/07/09 23:42] (current) – Ron Helwig | ||
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| Instead of applying a modifier to a single stat, most actions are resolved by an **Aspect**, which is the combination of two attributes. Each pair reflects a different kind of skill or mindset. | Instead of applying a modifier to a single stat, most actions are resolved by an **Aspect**, which is the combination of two attributes. Each pair reflects a different kind of skill or mindset. | ||
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| - | ### Aspect Value Formula | ||
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| - | Aspect values are calculated from your raw attribute scores using this formula: | ||
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| - | ``` | ||
| - | Aspect Value = ceil((Attribute A + Attribute B − 20) ÷ 2) | ||
| - | ``` | ||
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| - | This determines how many **d4s** you roll when using that Aspect. Most values will range between 0 and 5. | ||
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| - | > *Ceil* means round up. *Floor* means round down. | ||
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| - | --- | ||
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| - | ### Examples: | ||
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| - | - STR + DEX = **Agility** (used for sprinting, jumping, climbing, or melee bursts) | ||
| - | - DEX + INT = **Finesse** (used for stealth, picking locks, fine control) | ||
| - | - CON + WIS = **Resilience** (used for withstanding pain, fear, or stress) | ||
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