The Athena System

 

Introduction

The Athena System is a role playing system designed to facilitate the three pillars of tabletop role play within a Virtual Reality environment: Combat, Social, and Exploration. The purpose of this system is to simplify and standardize the systems and mechanics used in the three pillars and to remove any ambiguity whenever possible. Additionally, this system attempts to enforce a balance in power levels between player and non-player characters.  

Ability Scores

  The Athena System uses 5 ability scores as the basis of all characters. These scores occur in a range from -2 to 7 and double as the modifier for rolls made using those scores. For example, a character with an ability score of 3 adds 3 to all rolls that use that score.
Score Description
-2 A comically low score reserved entirely for joke characters or beings that couldn't entirely be called "people" such as insects, slimes, zombies, etc. Alternatively, on reserved for completely immobile beings
-1 A score below the human average
0 The common human average
1 A score above the human average. Comparable to a professional, but not the best of the best.
2 The maximum human potential. Comparable to an Olympian.
3 A mediocre superhuman ability. One that can be most easily measured more by what normal humans couldn't possible do than what the superhuman could really achieve.
4 A great superhuman ability. The classical comic book hero baseline.
5 An incredible superhuman ability. The maximum a player character would be granted under normal circumstance.
6 An unparalleled superhuman ability. This is the score a bad guy has when you're wondering why he's tanking all your strongest hitters.
7 A near-unlimited superhuman ability, entirely impossible to measure by realistic means. What superman achieves on a ne

Mind

Mind is a representation of how smart or wise a character is. It is used for skill challenges such as recalling historical information, spotting hidden objects, noticing patterns, etc.  

Strength

Strength measures a characters' raw physical power. It is used for skill challenges such as moving heavy objects, dealing physical damage to an object, etc.  

Agility

Agility measures a characters' speed and dexterity. It is used for skill challenges such as maintaining balance, performing precision tasks, lock-picking, etc.  

Constitution

Constitution is your characters physical fortitude. It represents your characters ability to resist effects such as poison, extreme pain, and to push the boundaries of physical limits. It is used for skill challenges involving similar effects.  

Soul

Soul measures your characters' resolve and determination in the face of extreme pressure. It is also sometimes used for metaphysical effects such as prayer. A soul check might be to determine if your character can stave off the effects of insanity or to overcome an attempt at possession.  

Determining Ability Scores

Ability scores are determined using a 15 point buy system which is discussed further in Character Creation .  

Traits

Traits are the special abilities that make a character unique. Traits define a character's powers as well as its detriments and flaws. Traits also define the special abilities of equipment as well as the defining characteristics of a character's race. How to create a trait is discussed further in Character Creation .  

Trait Types

All traits have one of two types. Active traits require the character to announce that they are using it and define effects that are only active some of the time. Passive traits are traits that are always active.  

Trait Categories

All traits fall into one of four categories: Racial Traits, Edges, Flaws, and Equipment Traits.  

Racial Traits

All characters have a special trait known as their racial trait. In addition to providing a lore background for the character, the racial trait also defines the languages the character is able to speak as well as how the character perceives the world (such as darkvision, blindsight, etc.). A character can only have one racial trait.  

Edges

Edges are the beneficial traits that enhance a character's abilities. Edges have two subcategories: major and minor. Major edges define the most powerful ability the character has. A character typically only has one major edge. A major edge is comparable to a "superpower". Minor edges define the other abilities and powers the character has. A minor edge is comparable to a minor talent the character has such as lock-picking but does not provide any extraordinary benefit. There is a maximum limit to how many edges a character may have.  
Spellcasting
Characters may choose to add a edge that enables them to cast spells. Minor edges can allow a character to cast low-powered spells (such as cantrips as described in Dungeons and Dragons 5th Edition) while a Major Edge can be used to describe a character's ability to cast powerful magic. Spellcasting is discussed further in Character Creation.  

Flaws

Flaws are the detrimental traits that haunt a character. Flaws have to subcategories: major and minor. Major flaws define a major weakness in the character. A major flaw should be something significant that negatively impacts the character. All characters have at least one major flaw. In the event that the character loses their major flaw, they must replace it with another. Minor flaws are the minor weak points in a character. A minor flaw could be something as simple as a short temper or stubbornness.  

Equipment Traits

Equipment traits define the special abilities tied to a piece of equipment in the character's possession. For example a sword that glows when enemies are nearby would have an equipment trait.  

Trait Points

During Character Creation, players have a set number of trait points to spend. Trait points limit the number of traits a character can have and are implemented for balancing purposes. Racial traits typically do not cost trait points. Edges and Equipment Traits typically cost points to add while Flaws add points to the total available.  

Energy Points

At character creation, a character is granted a pool of "Energy Points" which enable a character to use their Edges and Equipment Traits. Passive traits reduce the maximum number of energy points available while Active traits cost a set number of energy points to cast. Characters regain any energy points spent at the start of each session.  

Hit Points

Characters have a set number of hits they can take before they suffer the effects listed in Death and Dying. Each character is divided up into several regions: limbs, torso, and head. Each limb can take a maximum of 1 hit, a character's torso can withstand 2 hits, and a character's head can withstand 1 hit. When a character takes enough hits to go negative, they enter the the downed state as described in Death and Dying (2 hits for limbs and the head, 3 hits for the torso). Characters can increase the number of hits they can take in each region through the use of Equipment Traits and Edges. Additionally, characters can reduce the number of hits they can take through the use of Flaws.   This system assumes that a mechanism is in place to automatically track the number of hits a character takes and the locations of those hits. In the absence of such a mechanism, the Game Master should use their best judgement to approximate when a character has taken too many hits.  

Equipment

Characters are free to describe any equipment they wish to have without limitations on quantity. However, any equipment added may not have special effects. If a character wishes for a piece of equipment to have a special effect such as increasing the amount of hits they can take or dealing a special amount of damage, they must add an Equipment Trait. Characters must document all equipment they have on their character sheet. Additionally, characters must represent permanent equipment on their character model.  

Skill Challenges

A skill challenge is a roll made by a game master to determine whether a character succeeds or fails at a given task. A skill challenge is performed by rolling a D20 and adding the ability score that is most relevant to the challenge. Additionally, the Game Master may add an additional modifier to the roll to reflect any traits the character has that would affect the given scenario. The final result of the roll with the relevant modifiers added or subtracted is then compared to a Difficulty Class set by the Game Master. If the result is greater than or equal to the Difficulty Class, the skill challenge is deemed a success and the Game Master describes the impact of the result. Guidance for setting Difficulty Classes and determining modifiers is discussed further in Checks, Difficulty Classes and Roll Modifiers.

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