Added AWQ Articles
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content/awq/articles/anatomy-of-a-player-character.mdoc
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---
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title: Anatomy of a Player Character
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path: awq
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cover:
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showInHeader: false
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meta:
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publicationDate: 2025-10-08T08:43:00.000Z
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status: draft
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isFeatured: false
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tags: []
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seo:
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noIndex: false
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---
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Every model shares some common abilities
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## Main Characteristics
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Characteristics define the innate abilities of a model, and each characteristic has two skills associated with it
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- **Weapon Skill (WS):** Aptitude in landing and avoiding blows in close combat; governs _Melee_ and _Defence_
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- **Ballistic Skill (BS):** Capability of Hand-Eye-Coordination; governs _Skirmish_ and _Evasion_
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- **Strength (S):** Used for brute force, stamina and might; governs _Brawn_ and _Toil_
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- **Toughness (T):** Resistance to physical Trauma; governs _Consume Alcohol_ and _Endurance_
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- **Initiative(I):** Reflects speed of thought and perception; governs _Perception_ and _Outdoor Survival_
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- **Dexterity (Dex):** Affinity for performing fine and delicate manual tasks; governs _Skullduggery_ and _Tradecraft_
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- **Agility (Ag):** Physical coordination and natural athleticism; governs _Stealth_ and _Athletics_
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- **Intelligence (Int):** Power of thought, analysis, and understanding; governs _Intuition_ and _Education_
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- **Willpower (WP):** General strength if mind; governs _Cool_ and _Animal Handling_
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- **Fellowship (Fel):** Ability to get on with people; governs _Leadership_ and _Charm_
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## Secondary Characteristics
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- **Corruption Threshold (CT):[^*]** Ability to withstand _Mutation_
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- **Insanity Threshold (IT):[^*]** Ability to withstand _Insanity_
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- **Wounds (W):** Number of wounds a model can endure before _out of play_
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- **Movement (M):** Indicator of how far a model can move under normal conditionsA
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- **Fate Points (FP):[^*]** Can be used to avoid certain death and dark fates
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- **Luck Points (LP):[^*]** Used for Re-rolls
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- **Attacks (A):** Indicator of the numbers of attacks a character can make in a single round
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- **Magic (Mag):** Denotes the Model's Wizard Level
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## Skills
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Used in _Checks_
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- **Melee (WS):** Used to make _Melee Attack_ actions
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- **Defense (WS):** Used to defend against a model's _Melee Attack_ action
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- **Shooting (BS):** Used to make _Ranged Attack_ actions with _Missile_ weapons
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- **Throwing (BS):** Used to make _Ranged Attack_ actions with _Throwing_ weapons
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- **Brawn (S):** Used for immediate feats of strength
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- **Toil (T):** Used for prolonged manual labor
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- **Consume Alcohol (T):** Used for resisting short-term hazards like alcohol and poison
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- **Endurance (T):** Used to endure hardship, withstand deprivation, and survive harsh environments
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- **Perception (I):** Used to notice things
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- **Dodge (I):** Used to evade attacks and immediate hazards, e.g. Traps
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- **Stealth (Ag):** Used for moving quietly and concealing
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- **Athletics (Ag):** Used for running, jumping, climbing, and swimming
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- **Streetwise (Dex):** Used for picking locks or pockets, disarming traps and other feats of Sleight of Hand
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- **Crafting (Dex):** Used when crafting trappings
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- **Intuition (Int):** Used for detecting subterfuge and determining value of objects
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- **Education (Int):** Used for recalling relevant information
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- **Cool (WP):** Used to remain calm under stress, resisting fear, and psychological coercion
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- **Animal Handling (WP):** Used to charm, train, and care for animals
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- **Leadership (Fel):** Used for intimidation, command, and coercing obedience; often resisted by _Discipline_
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- **Charm (Fel):** Used for deceiving, blathering, haggling, gossiping; usually resisted by _Intuition_
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## Traits
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Inherent abilities often based on Species, examples include Flier (for flying Monsters), Dark Vision, Mutation, and so on
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## Lore[^*]
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Define what a character knows and specialist skills and come in the following categories
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- _Academic:_ Represent various academic fields like Accountancy, Anatomy, History and Law
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- _Cultural:_ Represent the knowledge of social groups and language
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- _Enemy:_ Represent the knowledge of adversaries and how to effectively combat them
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- _Environment:_ Represent the knowledge of surviving in various hazardous environment
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- _Magic Lores:_ Represent the knowledge of the various forms of magic and enables casting spells from them+
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- _Specialist Weapon Groups:_ Represent training with special weapons like Polearms, Two-Handed Swords, Blackpowder Guns
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- _Trade Lores:_ Represent the knowledge and ability to create certain trappings or work in certain fields, example Blacksmith, Weaver, Engineer, Artist
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- _Vehicle Lores:_ Represent knowledge in operating vehicles and mounts
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## Talents[^*]
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Represent certain knacks, tricks and innate abilities a character has, examples would be Ambidextrous, Aetheric Attunement, Menacing or Acute Senses
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## Maneuvers[^*]
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Represent special combat actions and tactics a character can employ during combat, examples include Formation Fighting, Disarm, and Shield Bash
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## Careers[^*]
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Represent building blocks of a character, that provide certain skills, lores, talents, maneuvers, etc.
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[^*]: Only applicable for _Player Characters_
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@@ -10,7 +10,7 @@ cover:
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meta:
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publicationDate: 2025-10-01T10:30:00.000Z
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status: draft
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isFeatured: true
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isFeatured: false
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tags:
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- how-and-what
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author: dave-damage
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