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Attribute

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An Attribute is the raw ability of a character. There are ten main attributes, and five derived attributes that are based on the main attributes. The higher a character's rank in an attribute, the better they are in that area. For a full list of all attributes, see Attribute List.


Contents

Attribute Rank

An attribute can have any rating between 0 and 10. A 0 indicates that the individual is devoid of the attribute, while a 10 indicates the best in the world.


Attribute Rank Description
Rank 0 The individual is devoid of this attribute. A tree would have 0 in Mental Aptitude (and likely all of the mental attributes).
Rank 1 This is a dismally poor value of a human adult in an attribute.
Rank 2 This is a far below average value of a human adult in an attribute.
Rank 3 This is a slightly below average value of a human adult in an attribute.
Rank 4 This is the average value of a human adult in an attribute.
Rank 5 This is an above average value of a human adult in an attribute.
Rank 6 This is a significantly above average value of a human adult in an attribute.
Rank 7 This is an amazingly high value of a human adult in an attribute. This level is likely unmatched by any in the area.
Rank 8 This is the maximum level of an attribute a human adult can reach in an attribute assuming good circumstances. This level is likely unmatched by any in the region, and takes a good deal of time and energy. This is likely the peak most individuals can achieve.
Rank 9 This is the maximum level of an attribute a human adult can reach in an attribute assuming near ideal, but not perfect, circumstances. This level is likely unmatched by any in the Nation, and takes unwavering dedication and time.
Rank 10 This is the maximum level of an attribute a human adult can reach in an attribute requiring perfect circumstances. This level is likely unmatched by any in the world, and takes a lifetime of unmatched dedication and every waking moment of focus.

Attribute Check

When a character wants, or needs, to do something that does not require a specific [[Skill], but instead relies on his raw mental or physical ability, he makes an Attribute Check. He rolls an amount of Dice equal to the relevant attribute with a Target Number generally equal to 6, but can vary. The attribute used varies depending on the reason for the roll, as well as the situation.


An attribute check is generally denoted as: Attribute / TN #

Example: "Strength / TN 7"


Unopposed Attribute Check

An unopposed attribute check, also called a "simple attribute check", is an attribute check where the task is simply a test of the individual. In such a case, success of the check is determined by how many Successes are rolled. A character needs to obtain a specific number of successes based on the difficulty of the task. A simple task might only require 1 success, while a difficult task might require 2, 3, or even more successes. If the needed amount of successes (or more) are rolled, the character accomplishes his task. If less than the required amount of successes are rolled, the character is unable to perform the task. And a Botch, as always, should indicate a failure of the check in addition to some sort of catastrophic result.


Task Difficulty Required Successes
Simple 1
Average / Default 2
Tricky 3
Difficult 4
Hard 5
Extremely Hard 6+


Extended Attribute Check

An extended attribute check is a form of uncontested attribute check, where the individual performing the check has time to achieve the desired result, or, by the nature of the check, requires an extended amount of time to perform. In this case, the target number of successes may be achieved over any number of rolls. How often rolls can be made and how many successes are needed to succeed varies depending on the nature of the attribute check. And a failure of the roll (no successes) only indicates that no progress has been made. While a botch indicates that all progress has been lost.


Opposed Attribute Check

An opposed attribute check, also called a "contested attribute check", is a check where another character is opposing your efforts in some way. In a case like this, there is no set number of successes required. Instead, in the case of an opposed attribute check, the character who rolls more successes achieves his desired goal and succeeds on the check. In the case of a tie, there are several options. A tie can indicate that no character won, and both must make the check again. If the situation dictates that one character must win, the tie goes to the "defender". If there is no "defender" and there can be no tie, the winner is the individual with the better rank in the attribute.


Improving Attributes

To view the full article, please see: Spiritual Attribute


Attributes can be increased by spending an amount of SA points determined by your current rank in the attribute.


Current Rank SA Points
Rank 1 1
Rank 2 2
Rank 3 4
Rank 4 7
Rank 5 10
Rank 6 13
Rank 7 16
Rank 8 19
Rank 9 22


Attribute List

Main Attributes

  • Strength - Strength is an attribute that measures a character's raw physical power over short periods of time.
  • Agility - Agility is an attribute that measures a character's fine manipulation ability, coordination, and dexterity.
  • Toughness - Toughness is an attribute that measures a character's ability to shrug off wounds or damage.
  • Endurance - Endurance is an attribute that measures a character's ability to maintain strength and energy over a duration.
  • Health - Health is an attribute that measures a character's ability to Heal, resist disease and poisons, and generally stay healthy.
  • Will Power - Will Power is an attribute that measures a character's mental determination.
  • Wit - Wit is an attribute that measures a character's quick thinking, improvisation, and problem solving.
  • Mental Aptitude - Mental Aptitude is an attribute that measures a character's knowledge and ability to learn in academic settings.
  • Social - Social is an attribute that measures a character's social grace, presence, and ability to deal with people.
  • Perception - Perception is an attribute that measures a character's senses and awareness of his surroundings.

Derived Attributes

  • Reflex - Reflex is a derived attribute that measures a character's reaction time and has a strong impact on his melee combat ability.
  • Aim - Aim is a derived attribute that measures a character's precision with a ranged weapon and has a strong impact on a characters ranged combat ability.
  • Knockdown - Knockdown is a derived attribute that measures a character's ability to stay standing and hold onto items.
  • Knockout - Knockout is a derived attribute that measures a character's ability to stay conscious.
  • Move - Move is a derived attribute that measures a character's speed on foot.