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rules:body_types [2025/06/20 00:02] Ron Helwigrules:body_types [2025/07/07 23:41] (current) – Fixed the quote by using an empty wrap between it and the preceding bullets Ron Helwig
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-<< rules:species ^ rules:start ^ rules:equipment >>+<< rules:species ^ rules:start ^ rules:equipment:start >>
  
-====== Body Types ======+Body Types
  
-Body Type is a one-time choice made during character creation. It represents the character’s natural physical build and physiology. This choice helps define a character’s visual identity, fighting style, and core stats.+**Body Type** is a one-time choice made during character creation.   
 +It represents the character’s natural physical build and physiology, shaping their visual identity, fighting style, and baseline stats.
  
-Body Types are independent of a character’s species or Domainsand they offer small but meaningful mechanical effects.+Body Types are **independent** of your Species or Domains and offer small but meaningful mechanical effects.
  
-===== What Body Type Affects ===== +## What Body Type Affects
-Each Body Type provides the following: +
-  * **Attribute Modifiers** – affecting Strength, Dexterity, Constitution, etc. +
-  * **Base Evasion** – some builds are nimble, others solid +
-  * **Base Hit Points** – starting HP before Domain or other bonuses +
-  * **Base Stress Capacity** – the limit before stress overflows into damage +
-  * Optional **Trait Tags** – for flavor or world-building (e.g., stocky, graceful)+
  
-These values can influence many Aspects due to how they’re calculated (see [[rules:aspects]]). +Each Body Type provides:
  
-===== Sample Body Types ===== +- **Attribute Modifiers** – Adjust Strength, Dexterity, Constitution, etc. 
-Here are some example Body TypesGMs and players are encouraged to create new ones that suit the world or a player's vision for their character.+- **Base Evasion** – Nimble builds dodge better; solid ones resist hits 
 +- **Base Hit Points** – Your starting HP, before other bonuses 
 +- **Stress Max** – The number of Stress points you can hold 
 +- Optional **Trait Tags** – For flavor and narrative cues (e.g., stocky, graceful)
  
-^ Body Type ^ Attribute Modifiers ^ Base Evasion ^ Base HP ^ Stress Max ^ Flavor Traits ^ +These stats affect many derived Aspects (see [[rules:aspects]]).
-| **Lithe**      | +1 DEX, -1 STR            | 11              | 4       | 5          | Agile, graceful | +
-| **Stocky**     | +1 CON, -1 DEX            | 9               | 6       | 4          | Tough, grounded | +
-| **Broad**      | +1 STR, -1 CHA            | 10              | 6       | 5          | Muscular, imposing | +
-| **Lean**       | +1 INT, -1 CON            | 10              | 4       | 6          | Sharp, wiry | +
-| **Balanced**   | +1 to any, -1 to any      | 10              | 5       | 5          | Versatile, adaptable | +
-| **Compact**    | +1 WIS, -1 STR            | 11              | 4       | 6          | Alert, small |+
  
-===== Optional Customization ===== +## Sample Body Types
-Players may work with the GM to design a unique Body Type to match a concept, especially for non-humanoid or fantastical species. Just keep bonuses and penalties minor and in line with existing examples.+
  
-===== Mechanical Simplicity ===== +Body Type      | Attribute Modifiers | Base Evasion | Base HP | Stress Max | Flavor Traits         | 
-Body Types are not meant to be overwhelming or require deep optimization. Their role is to flavor the character’s stats and feelwithout overshadowing Domains or Aspects.+|----------------|---------------------|--------------|---------|-------------|------------------------| 
 +| **Powerful**   | +1 STR, -1 INT      | 9            | 6       | 5           | Muscular, forceful     | 
 +| **Precise**    | +1 STR, -1 WIS      | 10           | 5       | 5           | Focused, driven        | 
 +| **Brawny**     | +1 STR, -1 CHA      | 10           | 6       | 4           | Thick, imposing        | 
 +| **Agile**      | +1 DEX, -1 CON      | 11           | 4       | 6           | Nimble, light-footed   | 
 +| **Nimble**     | +1 DEX, -1 STR      | 11           | 4       | 5           | Quick, spry            | 
 +| **Graceful**   | +1 DEX, -1 INT      | 11           | 4       | 5           | Fluid, elegant         | 
 +| **Sturdy**     | +1 CON, -1 DEX      | 9            | 6       | 4           | Solid, tough           | 
 +| **Hardened**   | +1 CON, -1 WIS      | 9            | 6       | 5           | Resilient, enduring    | 
 +| **Enduring**   | +1 CON, -1 CHA      | 10           | 6       | 4           | Steady, weathered      | 
 +| **Clever**     | +1 INT, -1 STR      | 10           | 4       | 6           | Sharp, strategic       | 
 +| **Thoughtful** | +1 INT, -1 CON      | 10           | 4       | 6           | Methodical, analytical | 
 +| **Insightful** | +1 WIS, -1 DEX      | 10           | 5       | 6           | Attentive, serene      | 
 +| **Calm**       | +1 WIS, -1 CON      | 10           | 5       | 6           | Tranquil, watchful     | 
 +| **Charming**   | +1 CHA, -1 STR      | 10           | 4       | 6           | Magnetic, persuasive   | 
 +| **Expressive** | +1 CHA, -1 CON      | 10           | 4       | 6           | Livelybold           |
  
-===== Species vs. Body Type ===== +<WRAP></WRAP> 
-Your **Species** (e.g., Human, Elf, Kobold) determines features like vision, movement type, and cultural background. Your **Body Type** affects stats and physical presence. These are chosen independently.+> You can work with your GM to create a custom Body Type—especially for non-humanoid or unique creatures. Just keep modifiers **balanced and minimal**.
  
 +## Mechanical Simplicity
 +
 +Body Types are intentionally lightweight.  
 +They add flavor and mechanical texture without overshadowing **Domains** or **Aspects**. There’s no need to min-max—just pick what fits your character’s story and presence.
 +
 +## Species vs. Body Type
 +
 +- Your **Species** (e.g., Human, Elf, Kobold) determines:
 +  - Vision type
 +  - Movement type
 +  - Cultural features
 +  - Thematic traits
 +
 +- Your **Body Type** determines:
 +  - Base stats (HP, Stress, Evasion)
 +  - Attribute bonuses
 +  - Physical expression
 +
 +<WRAP></WRAP>
 +> You choose these **independently**, allowing for creative combinations.