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**[Hub](Hub.md) / [Prism](Prism.md)**
# Prism Attributes (Work in Progress)
Main Attributes will determine base effects of the system but will be replaced by their Sub-Attribute on more specific strata of play.
A character's Main Attributes are Strength (STR), Dexterity (DEX), Constitution (CON), Wisdom (WIS), Intelligence (INT), and Charisma (CHA). Strength, Dexterity, and Constitution are physical attributes, while Wisdom, Intelligence, and Charisma are mental attributes.
Characters have a starting attribute score of 10 in all main attributes.
The Adventurer determines their sub-attributes by the lower of the two parent attribute modifiers that comprise it. (Strength of 14, Dexterity of 16 = Prowess of +2)
The Vagabond determines their sub-attributes by taking the lower modifier of the two parent attributes unless the parent attributes are the same number, in which case you add the modifiers together instead.
|Attributes|Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma|
|:-:|:-:|:-:|:-:|:-:|:-:|:-:|
|Strength| X | Prowess | Vigor | Competence | Authority | Presence |
|Dexterity| Prowess | X | Stamina | Initiative | Wit | Grace |
|Constitution| Vigor | Stamina | X | Tenacity | Willpower | Resilience|
|Intelligence| Competence | Initiative | Tenacity | X | Cunning | Guile |
|Wisdom| Authority | Wit | Willpower | Cunning | X | Sovereignty |
|Charisma| Presence | Grace | Resilience | Guile | Sovereignty | X |
### [Authority](Authority.md) (STR + WIS)
*"You don't break bones, you break resolve."*
This sub-attribute affects psychological effects from physically applied abilities, allowing to counter their effects and "dispel" them from targets.
Focuses on effects like fear, intimidation, and forced surrender may also apply to melee spells and may be used to remove [Courage](Courage.md).
- Effectiveness of fear effects
- Effectiveness of certain spells
- Roll parameters against maneuvers
### [Competence](Competence.md) (STR + INT)
*"The difference between a brawl and a battlefield masterpiece."*
This sub-attribute focuses on the ability to use more physically inclined abilities more effectively, specifically on those abilities that have a resource pool from a physical source.
Focuses on the augmentation and potency from physical effects that do not utilize armaments taunt and combat maneuvers for example.
- Effectiveness of [Taunt](Prism%20(Testing)/Keywords/Afflictions/Mundane/Taunt.md) and similar effects
- Effectiveness of physical resource pools
- Effectiveness of certain spells
### [Cunning](Cunning.md) (INT + WIS)
*"Your influence erodes free will."*
This sub-attribute deals with the use of supernatural social interaction and manipulation.
Focuses on charm, compulsion, and other such effects. It may also relate to magical manipulations to enemy actions through subterfuge.
- Effectiveness of social checks
- Roll parameters to use mind control effects
- Effectiveness of certain spells
### [Grace](Grace.md) (DEX + CHA)
*"A mind as nimble as your footwork."*
This sub-attribute deals with stunning beauty and precise movement put together. A blending of magic and mundane.
Focuses on physicality in spell casting as well as the parameters of the arts in a combative form
- Effectiveness of certain spells
- Effectiveness of finesse weapon skills
- Effectiveness of disengage actions
### [Guile](Guile.md) (INT + CHA)
*"Social graces sharpened to a lethal edge when you speak."*
This sub-attribute deals with offensive actions to enemy and environmental stimuli. This also deals as a offensive statistic in regards to social challenges.
Allows trickery in a social setting and the use of deception in combat directly.
- Effectiveness of social effects
- Effectiveness of certain maneuvers
- Effectiveness of distract
### [Initiative](Initiative.md) (DEX + INT)
*"Your reactions aren't reflexes, they're calculated."*
This sub-attribute deals with initiative order and reactions such as [Attacks of Opportunity](Attack%20of%20Opportunity.md).
Initiative dictates the potency of parameters to qualify for certain abilities will also be effected.
- Parameters determining initiative
- Effectiveness of certain maneuvers
- Effectiveness of conserve actions
### [Presence](Presence.md) (STR + CHA)
*"Your resolve doesn't just endure, it uplifts."*
This sub-attribute deals with the supportive effects on yourself and allies, increasing their potency or meeting the qualifications of parameters.
Focuses on effects like bardic inspiration and assisting allies.
- Effectiveness of [Assist](Assist.md)
- Effectiveness of certain spells
- Effectiveness of mundane support abilities
### [Prowess](Prowess.md) (STR + DEX)
*"The marriage of might and precision - where steel dances."*
This sub-attribute deals with the ability to use weapons in a physically versatile manner, the skill in which a weapon is used can confer different benefits and a higher form of accomplishment.
Allows the use of versatile weapon features, the ability to mix features and the meeting of parameters of such features.
- Effectiveness of weapon skills
- Effectiveness of [Parry](Parry.md)
- Effectiveness of holding weapons of different hefts
### [Resilience](Resilience.md) (CON + CHA)
*"Your very existence defies suffering."*
This sub-attribute deals with the overcoming of physical afflictions and the potency of those defensive measures.
This is used as a defensive mechanic and parameter.
- Effectiveness of [Avoid](Avoid.md)
- Effectiveness of [Withstand](Withstand.md)
- Roll parameters against physical afflictions
### [Sovereignty](Sovereignty.md) (WIS + CHA)
*"Your presence turns soldiers into legends."*
This sub-attribute deals with the influence of allies magically.
The effect to promote this power through allies and yourself such as auras of courage.
- Effectiveness of auras
- Effectiveness of leadership effects
- Roll parameter against mind control effects
### [Stamina](Stamina.md) (DEX + CON)
*"Your second wind is always ready."*
This sub-attribute deals with the use of physically straining resources that effect your movement, mobility, and endurance.
Used to resist exhaustion, and move, and avoid danger.
- Effectiveness of movement rating
- Effectiveness of certain [Avoid](Avoid.md) actions
- Roll parameters for [Exhaustion](Exhaustion.md)
### [Tenacity](Tenacity.md) (CON + INT)
*"The last spark in the dark."*
This sub-attribute deals with the overcoming of mental afflictions and the potency of such defensive measures.
This is used as a defensive resource and parameter.
- Effectiveness of certain [Withstand](Withstand.md) actions
- Effectiveness of [Block](Block.md)
- Roll parameters to defend against mental afflictions
### [Vigor](Vigor.md) (STR + CON)
*"Not just wearing plate, commanding it."*
This sub-attribute determines a characters ability to use armor and shields in a versatile manner. The vigor required to wear these armaments effectively and the parameters in which to use their features.
The parameter that is used to determine access to shields and armor of the various types, the effectiveness of the defensive abilities that utilize armor and shields
- Effectiveness of [Blocking](Block.md)
- Effectiveness to [Withstand](Withstand.md)
- Parameter to use armor or shields
### [Willpower](Willpower.md) (CON + WIS)
*"Death gets one roll, you get three."*
This sub-attribute deals with the mental resources produced by the character and the amount of which they have to employ.
The amount of death saving throw attempts, as well as resistance to crushing effects.
- Effectiveness of certain spells
- Effectiveness of certain maneuvers
- Roll parameters against [Mana Drain](Mana%20Drain.md)
### [Wit](Wit.md) (DEX + WIS)
*"A mind as nimble as your footwork."*
This sub-attribute deals with defensive reactions to enemy and environmental stimuli. It also functions as a defensive statistic when dealing with social challenges.
Prevents being surprised, tricked or socially influenced.
- roll parameters vs social checks
- roll parameters vs environmental hazards
- effectiveness of certain [Avoid](Avoid.md) actions