Attributes

Courage (CO): The ability to act quickly and with determination in critical situations; also stands for daring and prowess, for not being afraid of risks and unfamiliar situations. Used passively, Courage represents high willpower and mental fortitude, as well as resisting fear and horror.

Cleverness (CL): Intelligence and logical thinking, the ability of being able to analyze a given situation and come to conclusions about how to deal with it, and quick recognition of relations and contexts, both mundane and magical. High CL also represents accumulated knowledge and memory capacity.

Intuition (IN): The ability to make the right decision without pondering for too long, as well as quick assessment of people and situations when no hard facts and data are at hand. Also represents personal empathy as well as the ability to get in touch with the vibrations of astral power.

Charisma (CH): This Attribute represents personal magnetism, eloquence and leadership, appearance, and also stands for the ability to use gestures and mimic art to their fullest. Charisma is also to the strength of a creature's magical aura.

Dexterity (DE): Sleight of hand, hand-to-eye coordination, especially when used for diligent tasks such as writing, painting, or picking locks; in general, stands for overall manual dexterity.

Agility (AG): Basic body coordination, quick reactions and reflexes, knowledge of body proportions (such as arm length), take-off power, etc. A high Agility rating results in gracious, almost cat-like movements.

Constitution (CN): This attribute is almost exclusively used in a passive way. It determines physical toughness and fortitude, the ability to resist disease and poison, and forms the basis of Vitality and Endurance.

Strength (ST): Stands for sheer muscle power, and how to use it properly; along with Constitution, Strength determines a hero's general health.

Attribute values for humans and humanoid creatures usually range from 1 to 21, with values of 8 through 14 being the most common. The higher a hero's values, the better his chances of succeeding in a Test.

 

 

Attribute Tests

Whenever your hero tries to do something the outcome of which is in doubt, a Test is called for. An Attribute Test is always based on the Attribute most appropriate for the task at hand.

Wuerfel_rotA twenty-sided die (d20) is used for all Tests. When playing a TDE Mobile adventure, the dice will be rolled automatically, of course. To succeed in a Test, the result of the roll may not be higher than the tested Attribute.

Bargosh wants to lift a trapdoor. This requires a Strength Test. Bargosh has a Strength of 14. The player rolls a 12. Bargosh succeeds in the Test.

If the situation warrants it, the Difficulty of a Test may be Increased or Decreased. If the action gets more difficult, you add a Difficulty Increase +[number] to the die roll. The Increased roll is then compared to the hero's respective Attribute.

If the trapdoor were a heavy, iron-bound one, a Difficulty Increase of +3 might be in order. Thus, in the above example Bargosh would have failed, since 12 + 3 = 15, which is higher than Bargosh's Strength of 14.

Test with a Difficulty Decrease subtract -[number]. The Decreased (reduced) roll is then compared to the hero's respective Attribute.

If, on the other hand, the trapdoor were rotten, a Strength Test -4 might well do the trick. This means that Bargosh succeeds even when his player rolls an 18.

Two or three 20’s cause Fumbles and two or three 1’s cause Lucky Breaks.

 

 

Vitality and Endurance

There two important characteristics that deal with a hero's physical state:

Vitality (VI; measured in Vitality Points, VP) represents a hero's physical health, telling you how close your hero is to death. Your hero has a certain amount of Vitality Points. The total sum is determined mainly by Constitution and Strength, but other factors (such as race) may also figure into the calculation. Thus, if you improve Constitution or Strength, you also improve Vitality.

You usually lose Vitality Points due to combat injuries. A hero whose Vitality Points fall to 5 or below is incapacitated. This also applies for most human-like creatures. Becoming incapacitated may well mean that you have failed in your adventure. A hero whose Vitality falls below 0 is as good as dead. Since all heroes are on their own in TDE Browser adventures, you cannot hope for help from companions, and thus usually die when being so heavily injured, bringing the adventure to a grinding halt.

Vitality can be regenerated by resting for about 6 hours. You may do so once every 24 hours - provided you have the time to rest, which is a rare event during an adventure. - A much better means of regenerating Vitality is drinking a healing potion. Should you happen to find one of these, pocket it. It goes straight into your Inventory, which you may open at any time except during combat. A Healing Potions lets you regain a certain amount of Vitality Points, but never beyond your hero's original number. Use it sparingly.

Endurance (ED; measured in Endurance Points, EP) represents a hero's stamina, telling you how tired she is and how much more strenuous activity she will be able perform before getting exhausted.
A hero whose Endurance drops to 0 is exhausted and needs to rest immediately. Endurance is usually regenerated within less than an hour. (Of course, this means time passing in the world of the game, not time spent playing in the real world. Should Endurance become important during an adventure, you will be told automatically.)

 

 

Social Standing

While many heroes may spend most of their lives in the wilderness and in dark dungeons, they still live in some kind of "social world," a social network of acquaintances and contacts. Wherever humans gather to trade, celebrate, or worship, knowing "what" you may be is as important as "who" you are.

We use Social Standing (SO) as a means of quantifying your hero's rank within this network. Like an Attribute, it has a 1-21 range. Within this range, 1 stands for brigands out of their luck or hard-labor slaves, while 21 equals the prestige of the rulers of the Middenrealm or the Horasian Empire. Of all your hero's characteristics, Social Standing is the only one you may not increase on your own by spending Adventure Points. Recognition (i.e., Social Standing) needs to be bestowed on you by persons of influence.

 

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