Defense Attributes
Defense Attributes
Defense is an important part of any character design. In Flagstone, defense are broken up into a total of six categories that are a combination of either Physical, Mental, or Magical and Prevention, Avoidance, and Mitigation. Physical, Mental, Magical, and Fade refer to the particular damage types being checked, while prevention, avoidance, and mitigation apply to different timings in a conflict.
Prevention(Physical/Magical/Fade/Mental) - Prevention is a measure of how well your character is able to prevent a type of conflict from occurring. Prevention can come in the form of counter-spells, interrupting attacks, restraining an opponent, or any other action that would prevent an even from occurring in the first place.
Avoidance(Physical/Magical/Fade/Mental) - Avoidance is a measure of how well your character is able to avoid a damaging effect that has already occurred. Dodging, parrying, deflecting, slow fall and other means of subverting an event that has occurred prior to it causing damage is governed by the avoidance attribute.
Mitigation (Physical/Magical/Fade/Mental) - Mitigation is a measure of how well your character is able to withstand and reduce the negative affects of an event that has occurred during the application of the damage to the character. Armor, shields, damage reduction, all reduce the amount of damage the character takes.
The character's attribute ratings influence their defensive capabilities in various ways as outlined below. For each attribute listed, add the value of that rank to the indicated defense attribute.
Potency covers how much impact there is in a action, and it is added at its rank value to CR rolls to determine if an action is successful. Potency is also applied as mitigation for its appropriate domain:
- Health: Social Avoidance
- Stamina: Social Mitigation
- Mana: Fade Mitigation
- Fade: Mana Mitigation
- Breath: Mental Mitigation
- Movement: NA
Range (E-S/1-6) describes the variation in a characters action. Range is added to the wielder's avoidance, with the type of avoidance being determined by the rating. When an avoidance roll is made, roll the range die and add the result.
- Health: Mental Avoidance
- Stamina: NA
- Mana: Magical Avoidance
- Fade: Fade Avoidance
- Breath:Social Prevention
- Movement: Physical Avoidance
Efficiency covers a character's ability to move quickly and efficiently, and acts as a bonus to ability impact as well as reducing ability cost. Efficiency is added to prevention CRs, with the type of prevention being determined by the rating.
- Stamina: Physical Mitigation
- Mana: Magical Prevention
- Fade: Fade Prevention
- Health: Mental Prevention
- Breath: NA
- Movement: Physical Prevention
Rules:
- All base defenses start with a default value of 1.
- Each point of mitigation acts as an Efficiency penalty to the incoming attack, reducing the impact of the attack on the defender by the amount indicated by the rank.
- Mitigation of basic physical (untyped) damage is equal to the mitigation value.
- Mitigation of damage types the defense is strong against is doubled.The Damage Types type specified in the armors description.
- Mitigation of damage types that the defense is weak against are halved, minimum E
- Unless otherwise specified, these defense values do not apply to non-active damage types, such as poison, disease, or elemental damage.
- A defensive object receives 1 point of durability damage for each efficacy die when hit. This is either doubled or nullified based on the defenses strengths or weaknesses.
For example, a wielder summons a shield wall is strong against slashing and fire and weak against crushing. A shield wall with a C rated efficacy would reduce the incoming slashing and fire damage by 6 per die, mitigate 3 incoming piercing damage, and mitigate 1 point of damage from bludgeoning. And the shield wall itself would ignore the first 3 impact die without taking damage.
- When an armor or other object's durability reaches 0, the object gains the broken condition, and no longer serves it's intended purpose. Armor or weapons used with the broken condition confer no bonuses and can not otherwise be used.
- Some attacks target an object directly.
For more information see: Conflict Resolution
Damage Resistance
Damage Resistance (DR) - Damage resistance is a form of mitigation that applies to a specific damage type. There are many things that a character or creature may be particularly resistant to, and each type of DR is applied individually and do not stack. DR acts as a situational bonus to mitigation.
Rules:
- DR must have a specified type.
- DR is applied before mitigation is calculated.
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