Attributes
There are three main attributes: Strength, Logic, and Social.
Strength covers lifting ability, endurance, and the manipulation of small parts. (In DnD terms, Strength, Constitution, and Dexterity.)
Logic covers cognitive ability and memory. (In DnD terms, Intelligence, and Wisdom.)
Social covers how well a person is in a social situation. (In DnD terms, Charisma.)
Though where this game and DnD differ is that the uses and benifits of each differ. For starting out a character has ten points for each attribute, with six points divvied up in any way they choose, except that no attribute may be more then fourteen.
There are two other attributes that are gained during the course of the game, and those are fame and notoriety. Fame is for the good guys, which makes them more known, and notoriety is for the bad guys, making them more loathed.
Fame is good for attracting followers, getting causes carried out, but it also means the evil element will be more likely to kill you. Notoriety can also attract followers, but they're more likely to backstab you after a time, and it carries with it the risk that the good guys will come after you.
Fame and notoriety have their uses for the classes, and they break down like follows:
Knight line of the Aqku: Fame is important for getting noticed, but going from squire to knight requires no difference in fame, though it will come naturally. No more then three points of fame can be had, or else there is no chance of becoming a knight.
Priest line of the Aqku: Notoriety is also frowned upon, but some is acceptable at lower levels. Three points are allowed for preacher to bishop, but a pious can have no more then one point of notoriety.
Soldier line of Maqku: Fame is just about as important as notoriety. For every two points of fame, a point of notoriety is good to have. This makes the person more likely to rise in the ranks, but troops under their command are less trustworthy.
Assassin line of Maqku: Fame and notoriety are considered the same for this class with regards for gaining ranks.
Strength covers lifting ability, endurance, and the manipulation of small parts. (In DnD terms, Strength, Constitution, and Dexterity.)
Logic covers cognitive ability and memory. (In DnD terms, Intelligence, and Wisdom.)
Social covers how well a person is in a social situation. (In DnD terms, Charisma.)
Though where this game and DnD differ is that the uses and benifits of each differ. For starting out a character has ten points for each attribute, with six points divvied up in any way they choose, except that no attribute may be more then fourteen.
There are two other attributes that are gained during the course of the game, and those are fame and notoriety. Fame is for the good guys, which makes them more known, and notoriety is for the bad guys, making them more loathed.
Fame is good for attracting followers, getting causes carried out, but it also means the evil element will be more likely to kill you. Notoriety can also attract followers, but they're more likely to backstab you after a time, and it carries with it the risk that the good guys will come after you.
Fame and notoriety have their uses for the classes, and they break down like follows:
Knight line of the Aqku: Fame is important for getting noticed, but going from squire to knight requires no difference in fame, though it will come naturally. No more then three points of fame can be had, or else there is no chance of becoming a knight.
Priest line of the Aqku: Notoriety is also frowned upon, but some is acceptable at lower levels. Three points are allowed for preacher to bishop, but a pious can have no more then one point of notoriety.
Soldier line of Maqku: Fame is just about as important as notoriety. For every two points of fame, a point of notoriety is good to have. This makes the person more likely to rise in the ranks, but troops under their command are less trustworthy.
Assassin line of Maqku: Fame and notoriety are considered the same for this class with regards for gaining ranks.
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