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HQ, PQ, AC - Attributes

May 17th, 2020
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  1. === Overview ===
  2.  
  3. Attributes refer to the different damage types in HQ, PQ and AC. The term is synonymous with Element. Anywhere that you see the word Element, you can substitute the word Attribute. The only difference is that while "Element" comes from the use of the term from the FEMTO core rules, referring to the Elementalist effects that Mage classes can take, Attribute also includes several other terms that refer to damage types.
  4.  
  5. === Attributes ===
  6.  
  7. Elements can also be found here: https://pastebin.com/W3Ggk1uU
  8.  
  9. The category of Attribute includes both Elements used with spells and enchanted items, and other properties of attacks. The full list can be found below.
  10.  
  11. Spell Effects:
  12. -Fire
  13. -Ice
  14. -Lightning
  15. -Water
  16. -Wind
  17. -Earth
  18. -Light
  19. -Dark
  20. -Smoke
  21. -Magma
  22. -Corrosion
  23. -Salt
  24. -Bloom
  25. -Ichor
  26. -Illusion
  27. -Noise
  28. -Gravity
  29. -Time
  30.  
  31. Non-Spell Effects:
  32. -Slash
  33. -Blunt
  34. -Pierce
  35. -Melee (Includes Slash, Blunt and Pierce)
  36. -Gun
  37.  
  38. Any melee weapon can deal Slash, Pierce, or Blunt damage. It is always based on the description of the attack in the post. DM must ask for clarification if it is not clear what Attribute would apply. If the player has no preference, it is chosen by DM discretion.
  39.  
  40.  
  41. Other:
  42. -Mind (any action which affects one's mental state or perceptions is considered to have the Mind Attribute. For example, the skills "A Word in Your Ear" and "Transfix" are both considered Mind under this rule. Persuasion, Intimidation and Barter rolls are also considered Mind. Mind effects deal damage against a target's Psychic HP pool, and as that pool gets lower, they are easier to persuade, intimidate and barter with. A target falls unconscious or surrenders once their Psychic HP pool is depleted. Illusion-Attribute skills have the Mind Attribute on a case-by-case basis, and are considered to be Mind only if they create their illusions by affecting the target's mental state. If they create it purely by "smoke and mirrors," ie, without directly affecting the target's Mind, they are not considered Mind-Attribute.)
  43. -Qi (any skill which directly affects one's soul is considered a Qi effect.)
  44. -Status Conditions/Effects (any skill which can impart a status effect onto its target is considered to have this Attribute.)
  45. -Non-Elemental Magic (any damage-dealing spell which does not have an Element is considered to be Non-Elemental Magic. For example, "Wrath" is considered Non-Elemental Magic.)
  46. -Poison (a target which is Resistant to Poison will take 1.5x Hit damage, rounded down, from a Poison attack instead of direct Wound damage. A target which Nulls Poison will take normal Hit damage from the attack.)
  47. -Magatsuhi (any attack by a Demon can apply both the Magatsuhi and Mind Attributes, because Magatsuhi inherently affects the Mind).
  48. -Dhyana (any attack by an Angel can apply both the Dhyana and Mind Attributes, because Dhyana inherently affects the Mind).
  49.  
  50. === Attribute Relationships ===
  51.  
  52. Different Attributes affect different targets in different ways. These are represented by a target's Attribute Relationships. There are seven different types of Attribute Relationships: Severely Weak, Weak, Resist, Null, Repel, Absorb and Neutral. When a target is appraised, you will be able to see its Attribute Relationships.
  53.  
  54. If a target is Severely Weak to an Attribute, all attacks of that Attribute are counted as double critical hits against them, which deals quadruple damage. If the roll of an attack of that Attribute is itself a critical hit, the effect is multiplicative, resulting in 8x damage. If that roll is both a natural crit and an autocrit, the result is 16x damage. "Severely Weak" does not usually appear in a target's list of Attribute Relationships because it tends to be a very rare Attribute Relationship, usually only incurred by skills which make the target Severely Weak.
  55.  
  56. If a target is Weak to an Attribute, all attacks of that Attribute are counted as critical hits against them, which deals double damage. If the roll of an attack of that Attribute is itself a critical hit, the effect is multiplicative, resulting in 4x damage. If that roll is both a natural crit and an autocrit, the result is 8x damage.
  57.  
  58. If a target Resists an Attribute, all attacks of that Attribute deal only half-damage to them, and cannot critically hit.
  59.  
  60. If a target Nullifies an Attribute, all attacks of that Attribute have no effect on them, and cannot critically hit.
  61.  
  62. If a target Repels an Attribute, all attacks of that Attribute are reflected against the enemy that used that attack against them, dealing the damage that it would have dealt against the target. If the enemy also Repels that Attribute, it results in Null to avoid an infinite loop.
  63.  
  64. If a target Absorbs an Attribute, all attacks of that Attribute instead heal the target for as much damage as it would have dealt against the target.
  65.  
  66. If a target is Neutral against an Attribute, all attacks of that Attribute affect them as normal. If you do not see a particular Attribute listed among a target's Attribute Relationships, it is by default Neutral against that Attribute. Thus, Neutral is not usually listed in a target's list of Attribute Relationships.
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  68.  
  69. === Rules Governing Multiple Attribute Relationships ===
  70.  
  71. Oftentimes, actions can be considered to have multiple Attribute Relationships. A slash attack with a fire sword would be considered both Slash and Fire Attribute. An magical attack by an ice demon would be considered Ice, Magatsuhi and Mind.
  72.  
  73. When calculating damage on a target that involves multiple Attributes, check the priority chart and use the highest Attribute Relationship applicable. Higher priority Attribute Relationships always override lower priority ones.
  74.  
  75. Repel > Absorb > Null > Resist > Weak > Severely Weak > Neutral
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