Attributes
In Home Defiant, all creatures ability to perform certain types of actions are measured using attributes. The numbers can range from -6 to 12 with 0 being the average measure for most creatures. The attributes are divided into 3 different categories:
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Talent Attributes. These attributes represent how talented you are at certain types of actions.Might. Measures how much you can lift and take damage.Dexterity. Measures how well you react and balance yourself.Vigor. Measuers how fast and long you can run.Intellect. Measures how well you are at retaining and processing knowlege.Focus. Measures how well you notice and execute detailed actions.Presence. Mesures your willpower and charisma.
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Trained Attributes. These attributes represent how trained you at certain broad field of profession.Martial. Measures your training in Warfare, Combat and LaborMagic. Measures your training in the arcane, religion or the occult.Wilderness. Measures your training in Survival, Nature andIndustry. Measures your training in science, engineering and medicine.Intrigue. Measures your training in deduction, subtlety and espionage.Society. Measures your training in socialisation, art and culture.
Technical Attributes. These attributes represent additional training in specific actions or topics. These are not specified in a list.
Talent Attributes
Talent Attributes measures the natural abilities that a creature has. This attributes can usually be trained with regular repetitive practice with greater intensity. If a creature gains a condition that weakens their physical body, it will usually affect these attributes. The attributes can range from
Might (MGT)
Might represents how much a creature can lift and much injury they can take before they fall. If creature has negative Might, it usually means they have impairment like atrophied muscles or vulnerability to disease. At Might 4, the creature is already one of the strongest people in our world. While at Might 6, they might have godly strength that can shatter a boulder with a punch.
Dexterity (DXT)
Dexterity represents how well can a creature react to random events and balance themselves. If a creature has negative Dexterity, it usually means they have an impairment like vertigo or slow reaction. At Dexterity 4, the creature is one of the best acrobat in our world. While at Dexterity 6, they can react to lightning fired at them with ease.
Vigor (VGR)
Vigor represents how long can a creature work continuously and how fast they actually are. If a creature has negative Vigor, it usually means that they have an impairment like shortness of breath or limb impairment. At Vigor 4, the creature is one of the speediest athelete in our world. While at Vigor 6, they can run all day without feeling tired.
Intellect (INT)
Intellect represents how well can a creature retain knowledge and deduce more information. If a creature has negative Intellect, it usually means that they have an impairment like forgetfulness or slow to process information. At Intellect 4, the creature is one of the top scientist in our world. While at Intellect 6, they have near photographic memory and masters many topics.
Focus (FCS)
Focus represents how well can a creature notice things in their surrounding as well as perform detailed actions. If a creature has negative Focus, it usually means that they have an impairment that stops them from focusing or shaky hands. At Focus 4, the creature is one of the top craftsman or sniper in our world. While at Focus 6, they can spot and shoot a prey in the middle of a moonless night.
Presence (PRS)
Presence represents how strong is their willpower and personality. If a creature has negative Presence, it usually means that they have an impairment that causes cowardice or social awkwardness. At Presence 4, the creature is famous celebrity or politican in our world. While at Presence 6, they can sway a crowd with just a word.
Trained Attributes
Trained Attributes measures the training the creature has. This attribute can usually be trained by another skilled individual with tasks of increasing complexity. If a creature gains a condition that affects their mind, it will usually affect these attributes. The attributes can range from
Martial (MTL)
Martial represents the creatures' training in warfare, combat and physical expression. Guards, generals and labor workers are often trained in this attribute to excel at their jobs.
Magic (MGC)
Magic represents the creatures' training in the arcane, religion and the occult. Mages, priests and cultists often trained in this attribute to improve capabilities.
Survival (SVL)
Survival represents the creatures' training in survival, tracking and nature. Hunters, astrologers and farmers often trained in this attribute as they deal with the everchanging wilds more frequently than others.
Intrigue (ITG)
Intrigue represents the creatures' training in deduction, subtlety and espionage. Spies, detective or lawyers train in this attribute to remain stealthy or to detect facades and deception.
Industry (IDT)
Industry represents the creatures' training in science, engineering and medicine. Engineers, scientists and doctors are often trained in this attribute to work complex systems and people.
Society (SCT)
Society represents a creatures' training in socialisation, art and culture. Diplomats, performers and artisans are often trained in this skill to influence as many people as possible in their line of work.
Technical Attributes
Technical Attributes a particular focus a creature has on certain topic or skill. This attribute is the hardest to improve, often requiring personal training, critique from others as well as physical or mental enhancement to reach. The attributes can range from
Fields like combat or medicine is too broad and will make Technical skill too useful for the user. It has to be around 3 degrees of specificity from the other attributes. For example, Martial can be specified to Combat. Combat can be specified to Martial Arts. Martial Arts can be specified to Sword fighting. The Arbiter will have the final say on which descriptor can be used as a Technical Attribute.
Most creatures will not achieve the level of Technical Attribute but even excelling creatures will usually have 2 at the maximum before life catches up to them.
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