ATTRIBUTES
Many role playing games give characters a particular stat line that define the character's ability to do things such as combat, perception and strength. Tales of Adventure differs in this fact as all actions are inherently easy, basic, challenging, difficult, or epic and the test applied to these actions is only affected by the character's advantages.
That being said, characters do have a multitude of perks and flaws that will affect certain actions taken by the character. Below is a list of possible perks and flaws that can be taken by a character.
That being said, characters do have a multitude of perks and flaws that will affect certain actions taken by the character. Below is a list of possible perks and flaws that can be taken by a character.
PERKSBRAWLER: Adept at hand-to-hand combat. When attacking in melee without a hand to hand weapon, gain 1 advantage.
WEAPON MASTER: Mastery of fighting in melee combat. When attacking in melee with a one handed weapon, gain 1 advantage. DEXTEROUS: Ability to act quietly and gracefully. Used to avoid dangers and pass over difficult terrain without harm of consequence or when attempting to move without sound. When making a move action test, gain 1 advantage. MARKSMAN: Ability to use ranged weapons. Gain 1 advantage when making a ranged action. STRONG: The character has brute strength. Used any time physical strength would determine success or failure. Gain 1 advantage when making a test involving strength. This includes damage with a melee weapon. RESILIENT: Ability to resist damage and ignore fatigue. Gain 1 advantage when resisting damage or fatigue. INTELLIGENT: Ability to obtain and recount knowledge. Gain 1 advantage when learning or remembering information. ALERT: Ability to sense the surrounding environment and stay ready for the unexpected. Gain 1 advantage when sensing danger, searching, or determining a target's motives. SPELL CASTER: Ability to cast a magical or divine spell. This perk can be taken multiple times and each time it provides the character with a level 1 spell and a complementary element. SPELL MASTERY: Mastery of a particular spell. This perk can be taken multiple times and each perk increases a particular spell by one level. PERSUASIVE: Ability to get others to act as desired. Gain 1 advantage when convincing another character to act a certain way or provide information. STRONG WILLED: Ability to stand in the face of danger and resist corruption. Gain 1 advantage when resisting fear or non-physical magic. |
FLAWSPANSY: Gain 1 disadvantage when resisting damage.
WEAKLING: Gain 1 disadvantage when making a strength test. CLUMBSY: Gain 1 disadvantage when making a move action test. BLIND: All actions requiring sight are impossible. Actions that benefit from sight gain 2 disadvantage. Actions based on touch, taste, hearing, or smell gain 2 advantage. DUMB: Gain 1 disadvantage when trying to learn or remember information. CARELESS: Gain 1 disadvantage when sensing danger, searching, or determining motives. OFFENSIVE: Gain 1 disadvantage when trying to persuade a target. COWARDLY: Gain 1 disadvantage against fear or non-physical magic. |