Tuesday, May 11, 2010

Characters and Attributes

So, what is a player character in Rul-Skaath?

The idea is that one day you awaken in this strange, semi-abstract world with your memories fragmented and broken. What happened? Who knows? Perhaps this is the afterlife. Perhaps mankind reached the technological singularity and you're in a virtual world. Perhaps you've simply gone insane. I intend these various beliefs to form the basis of many of the religions and political factions of Rul-Skaath, so I don't want to give a single absolute answer to this.

Characters retain their memory and personality from when they were human, generally, but disorientation and delusion are common, and various people may have contradictory memories. It should be possible to step into the game as yourself, any of your previous role-playing characters, or even a blank slate.

Once in Rul-Skaath, characters are no longer human, however. They aren't so strictly bound by the laws of physics, geometry, or biology, but instead are bound by this universe's set of dreamlike rules.

Their attributes should reflect that. Here is what I currently have:

Might (MT) -- A character's Might is how solidly real he is; how much of an influence he can have on his surroundings and how much he can resist the influence his surroundings exert upon him. Might is roughly analogous to Strength and Stamina in other roleplaying games, but also determines things like how hot a fireball thrown by the character is or how much punishment a conjured barrier can take.

Domain (DM) -- A character's Domain is the reach of his influence. This includes perception, range, movement, and the radius of area effects.

Prowess (PR) -- The finesse trait, basically. To affect another being, Prowess is pitted against Prowess, with the defender's success meaning he has somehow evaded the influence.

So far it doesn't look like I need other skills, though I've had some thoughts about adding a second axis: Personal, Sovereign, and Wondrous. These would be added to the base traits to determine hybrid traits of a sort, so you'd use (for example) Personal Domain to determine movement distance, Wondrous Might to determine the power of a conjured lightning bolt, and Sovereign Prowess to successfully trick, misdirect, or manipulate others socially.

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