Turns, rounds and timing
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- Every round consists of two (2) turns.
- 2 turns, or one round is approx. 6 seconds in real life. 1 turn is 3 seconds.
- Every round can be filled up to the players choice:
- Moving costs 1 turn
- Attacking costs 1 turn
- Actions cost 1 turn.
- That means characters can do any combination of those 3, each round, aslong as they do not exceed 2 turns. E.G: 2 attacks or 1 move,1 attack or 1 attack, 1 action etc
- Some actions do not require a full 3 seconds. For example: Dropping a spear won't take 3 seconds (1 turn) while drawing a spear would. If a character would drop his sword, then draw a spear, he has still 1 turn left.
Character Attributes:
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2 groups: Mental and Physical
Mental:
It is often difficult for beginners to understand the subtle difference between wisdom and intelligence, the difference can be explained through example: High intelligence and low wisdom lead to a smart-alec whose brains are constantly getting him into trouble. A high wisdom and a low intelligence represents an idiot who knows not to stick his fingers in a fire, though he could never understand why a fire burns
Physical:
Attributes and Characters:
For short: Dex, Str, Con, Int, Cha, and Wis
Mental:
- Intelligence (int): To put it simply, is book-smarts. It is the use of logic, learned knowledge, science, or other training.
- Benders
- Charisma (Cha): is your appearance and level of success at working with others. A high charisma tends to lead to a person that everyone likes while a low charisma makes them very unlikeable by their personality.
- Benders
- Wisdom (Wis): In contrast, is your street-smarts. Most of your perceptive skills and abilities will be based off of wisdom and all healing abilities usually rely on wisdom by RPG convention.
- Benders
It is often difficult for beginners to understand the subtle difference between wisdom and intelligence, the difference can be explained through example: High intelligence and low wisdom lead to a smart-alec whose brains are constantly getting him into trouble. A high wisdom and a low intelligence represents an idiot who knows not to stick his fingers in a fire, though he could never understand why a fire burns
Physical:
- Dexterity (Dex): Is the attribute which represents your character's ability to move quickly. Dex directly affects your Reflex save, it helps any ranged attack by adding modifiers. So dex will be more important for benders than most warriors
- Strength (Str): Is the physical strength of your character, it concerns how much you can lift or carry and how long you can sprint before getting tired. When using a melee weapon, str adds modifiers to attacks and damage
- Constitution (Con): Is your character's health and physical fortitude. As such, it directly affects your fortitude saves. Constitution determines your Hit Points (the amount of health you can lose by taking damage), and a higher constitution can help you resist poisons or diseasses
Attributes and Characters:
- Player Characters Benders can base off their bending on two of the 6 attributes, 1 from each group (mental/pshysical)
- NPCs base their bending attributes off: An Airbender's "bending attribute" is equal to int x dex, an Earthbender's is equal to int x str, a Firebender's is equal to wis x str, and a Waterbender's is equal to wis x dex.
For short: Dex, Str, Con, Int, Cha, and Wis
Spirit, training and EXP:
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- Characters and NPCs can get EXP on 2 ways: Training, or combat.
- Training lasts one hour, and gives +5 Exp to benders, and +6 Exp to non benders.
- The exp bonus for combat and training can be raised with spirit
- Spirit is a stand alone modifier
- Spirit is the spirituality that connects people to the world and the things around them, it also connects benders to their bending and element
- Spirit is increased by:
- Meditating for Air Nomads
- Pushing and pulling the water for Water Tribe (Although non benders just do the move, not the actual bending)
- Focus on breathing for Fire nation
- Stance/rooting (Horse stance) for Earth Kindom
- One hour of Spirit increase will gives +5 spirit for non benders, and +6 for benders
- One spirit point lasts for 24 hours, and increases Exp rate with 1%/per spirit point
- Spirit increase and training can be done in rest-time.
Skills:
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Skills are abilities that you learn and learn to do better and better over time. All skills are based in some kind of attribute and add both the rank of the skill and the attribute modifier (the same modifier I explained ealier with the numbers). To try and use a skill, you roll a d20, add the skill rank and any modifiers including the attribute modifier. The rank of a skill is the number representing the number of skill points you have placed in that skill. You get skill points at every level, though the number is deteremined by your intelligence and your class.
- Appraise (Int)
- Balance (dex)
- Bluff (Cha)
- Climb (Str)
- Concentration (Con)
- Craft ______ (Int)
- Diplomacy (Cha)
- Disable device (Int)
- Disguise (Cha)
- Escape Artist (Dex)
- Forgery (Int)
- Gather Information (Cha)
- Handle Animal (Cha)
- Heal (Wis), Hide (Dex)
- Intimidate (Cha)
- Jump (Str)
- Knowledge _______ (Int)
- Listen (Wis)
- Move Silently (Dex)
- Open Lock (Dex)
- Perform _______ (Cha)
- Profession ________ (Wis)
- Ride (Dex)
- Search (Int)
- Sense Motive (Wis)
- Sleight of Hand (Dex_
- Spellcraft (Int)
- Spot (Wis)
- Survival (Wis)
- Swim (Str)
- Tumble (Dex)
- Use Rope (Dex)