Red Ash World Engine beta v2
Red Ash Traits
Traits:
Overview

The Red Ash World Engine is first and foremost about providing a standardized method of designing a limitless supply of unique species to populate vast worlds for your players to explore in. One thing that adds spice to a species are its traits.

Not all traits are beneficial or even what you would even think of as being a trait. As an example of a more mundane trait look no further than gore. Gore allows the character to use its horns to attack and do damage. Without gore a species can still have horns, but they are purely decorative and too brittle for combat. The trait deformity is a weakness. Like all weakness traits it is intended to have a negative effect for a character based on a species that has this trait. The bonus for the species is more points to buy other traits.

Traits are defined by a number of characteristics and I will cover them here.

  • Grouping: All traits are divided into one of a few groups and are:
    • Defensive: Defensive powers provide an increase to a races defense.
    • Offensive: Offensive Powers provide an increase to a races offense
    • Power Enhancers: Power enhancers are used to modify another power you buy. It can have a positive or negative population cost
    • Utility: Utility powers are powers that do not provide a direct offensive or defense benefit
    • Weakness: Weaknesses are powers that add a limitation to a race in return for additional starting population.
  • Name: This is the name of the trait.
  • Description: The details of what the trait is and what it does.
  • PAP: The physical action points that a character must spend to make use of a trait.
  • MAP: The mental action points that a character must spend to make use of a trait.
  • Type: All traits have at least one type but can have more than one:
    • Bonus, Attack: The power adds to an attack
    • Bonus, Physical: Power add to your physical abilities.
    • Bonus, Power: Power adds to another power
    • Bonus, Sensory: Power adds to the senses.
    • Bonus, Skill: Power adds to a skill
    • Challenge, Attack: Power requires a challenge before you can proceed.
    • Challenge, Effect: Power forces a difficulty roll that on failure applies an effect on the target.
    • Challenge, Skill: Power activates a skill challenge
    • Combat, Alternative Attack : Power is used as an alternative attack
    • Damage, Action Points: Power reduces map and/or pap to fatigue
    • Damage, Energy: Power activates when the damage taken is an energy
    • Damage, Mental: Power activates on mental damage
    • Damage, Physical: Power Activates on physical damage
    • Defense, Effect: Power is used in defense of an effect
    • Defense, Energy: Power activates while defending from an energy based attack
    • Defense, Mental: power is activated during mental defense
    • Defense, Physical: power is activated during physical defense
    • Defense, Sensory: Power activates in defense of a sensory power
    • Deformity, Major: Almost crippling deformity that has a major ability and skill penalty. Physical appearance is severly altered
    • Deformity, Minor: Mostly cosmetic but noticable deformity
    • Deformity, Moderate: More pronounced deformity that have minor ability lose and will display dramatic cosmetic effects.
    • Effect: Power forces a target(s) to make a save or obtain an effect
    • Limit, Sensory: Power lowers a sensory ability
    • Special: This is a generic catch all for power types.
  • Form: Forms are how the trait are used and help to define the mechanics of usage:
    • Bite(blockable) : Power requires an attack delivered via a bite
    • Bite, Huge(blockable) : You species has teeth that are truly massive for your head. While your jaw can open up large enough to use them they are also in the way and will not permit you to swallow larger prey than normal. To swallow larger prey you still need the swallow whole power.
    • Bite, Ideal(blockable) : This is the optimal size of teeth for your body size.
    • Bite, Large(blockable) : Your species has teeth larger than normal for your body size.
    • Bite, Small(blockable) : Your teeth are smaller than normal for you species
    • Bolt(blockable) : Power requires an attack delivered via a physical ranged object
    • Burst(blockable) : Burst is a sudden blast the starts at a targeted space
    • Claws, Huge(blockable) : These claws are massive compared to your body. They get in the way of any skill that requires your hands to use.
    • Claws, Ideal(blockable) : These claws are of an ideal size with a balance between skill penalty and damage
    • Claws, Large(blockable) : These are over-sized claws for your species. They do more damage, but also have larger skill penalties.
    • Claws, Small(blockable) : These are smaller than normal claws for your species size. You have no negatives to skills for having these.
    • Cloud(non-blockable) : Cloud is a target space that is affect by a power and often includes an area around the target.
    • Cone(blockable) : The cone point starts at the user and expands its width at its length
    • Gaze(blockable) : Gaze is a line of sight form and requires the user and target to make eye contact. A target can avert their eye to defend.
    • Group(blockable) : Requires more than one to use.
    • Movement(blockable) : Power affects movement
    • Ooze(blockable) : Ooze starts in the users space and expands out from that space.
    • Presence(non-blockable) : Presence starts in the users space and expands in a radius of spaces in all directions.
    • Ray(blockable) : The ray starts next to the user and travels in a straight line its full range unless it hits an object.
    • Self(non-blockable) : Power only affects the user.
    • Skill(non-blockable) : Power affects a skill
    • Sting(blockable) : Power requires an attack delivered via a stinger
    • Touch(blockable) : Power requires physical contact
  • Form Subtypes: These will can be a part of a form. They take a form of Form: Type(Form Subtype).:
    • Audial - Echo Location
    • Combat Attack - Knockdown
    • Combat Attack - Melee
    • Combat Attack - Ranged
    • Combat Attack - Swallow Whole
    • Damage - Bludgeoning
    • Damage - Chopping
    • Damage - Critical Hits
    • Damage - Health Points
    • Damage - Piercing
    • Damage - Slashing
    • Effect - Blind
    • Effect - Charm
    • Effect - Confusion
    • Effect - Daze
    • Effect - Deaf
    • Effect - Death
    • Effect - Disease
    • Effect - Dominated
    • Effect - Drowning
    • Effect - Fatigue
    • Effect - Fear
    • Effect - Held
    • Effect - Marked
    • Effect - Paralyzed
    • Effect - Parasite
    • Effect - Petrafied
    • Effect - Poisoned
    • Effect - Sleep
    • Effect - Slowed
    • Effect - Spawn
    • Effect - Stunned
    • Effect - Suffocation
    • Effect - Therianthropic
    • Effect - Transformation
    • Effect - Undeath
    • Energy - Acid
    • Energy - Cold
    • Energy - Corrupt
    • Energy - Corruption
    • Energy - Digestive
    • Energy - Divine
    • Energy - Electrical
    • Energy - Fire
    • Energy - Light
    • Energy - Restorative
    • Energy - Sonic
    • Energy - Void
    • Fatigue - MAP
    • Fatigue - PAP
    • Fatigue - PAP and MAP
    • Material - Cold Iron
    • Material - Holy Water
    • Material - Salt
    • Material - Silver
    • Material - Smoke
    • Mental - Awareness
    • Mental - Ego
    • Mental - Focus
    • Mental - Identity
    • Mental - Power
    • Movement - Air Speed
    • Movement - Earth
    • Movement - Land Speed
    • Non-Visual - Blindsense
    • Non-Visual - Thermal
    • Non-Visual - Tremor
    • None - None
    • Pathogen - Anthrax
    • Pathogen - Aspergillosis
    • Pathogen - Cave disease
    • Pathogen - Cholera
    • Pathogen - CJD
    • Pathogen - Ebola
    • Pathogen - Flu
    • Pathogen - Hemorrhagic fever
    • Pathogen - IDS
    • Pathogen - Legionnaires disease
    • Pathogen - Leprosy
    • Pathogen - Madura foot
    • Pathogen - Plague
    • Pathogen - Q fever
    • Pathogen - Rabies
    • Pathogen - SARS
    • Pathogen - Smallpox
    • Pathogen - Typhoid
    • Pathogen - Valley fever
    • Physical - Agility
    • Physical - Body Oder
    • Physical - Boney Protrusions
    • Physical - Club Foot
    • Physical - Coordination
    • Physical - Extra Head
    • Physical - Extra Horn
    • Physical - Extra Limb
    • Physical - Extra torso with head and limbs
    • Physical - Female
    • Physical - Health
    • Physical - Hunchback
    • Physical - Male
    • Physical - Natural Armor
    • Physical - Non-Symmetrical Body Features
    • Physical - Non-Symmetrical Facial Features
    • Physical - Odd Color
    • Physical - Overactive Sweat Glands
    • Physical - Skin Tumors
    • Physical - Strength
    • Physical - Textured Skin
    • Physical - Translucent Skin
    • Physical - Water Breather
    • Skill - Balance
    • Skill - Tier 1
    • Skill - Tier 2
    • Skill - Tier 3
    • Skill - Tier 4
    • Skill - Tier 5
    • Skill - Tracking
    • Special - Level Limit
    • Special - New Class Generation
    • Special - Random
    • Vision - Spirit Vision
    • Visual - Elemental
    • Visual - Farsight
    • Visual - Nightvision
    • Visual - Normal
    • Visual - True Sight
  • Usage: This defines conditions of the traits usage activity:
    • Activated: Power must be activated to use.
    • Always On: Power is always on. To turn it off you must pay the cost in PAP and/or MAP.
    • Permanent: Power is always on and can not be turned off
    • Triggered: Power is activated by an event, being hit in combat, taking damage, etc...You must also be able to pay the PAP and/or MAP else the power will not activate.
  • Usage Subtypes: These will can be a part of a usage although most usage values do not use these at all. They take a form of Usage: Type(Usage Subtype).:
    • Cold
    • Dead
    • Grapple
    • Hot
  • Base Cost: How much the trait will cost just to have the trait with all its base values. Cost is always a negative value and is meant to be paid with you population. With weaknesses there are only positive trait cost meaning they will give that amount of population back.
  • Difficulty: This optional field will specify which ability, skill or other source will set the difficulty of the trait for the target to overcome.
  • Save: This optional field will specify which ability, skill or other source the target will use to overcome the difficulty.
  • Variables: These optional values allow the species builder to increase the attributes of the trait. Variable have 3 defining values of base, step and cost. Base is the starting value for the variable. When you pay for the trait at the base cost this is what your variables value is set to. The step is the point increase you apply to the base value every time you pay the cost. The cost is...well I just told you didn't I. It is important to remeber the variables and how they are defined here. They come up again with skills. The variables you will find in Red Ash Traits are:
    • Additional Heads
    • Area
    • Attack
    • Balance
    • Bonus
    • Bonus, Skill Tree[Climbing]
    • Critical Hit
    • Damage
    • Damage Reduction
    • Defense
    • Difficulty
    • Duration
    • Health Points
    • Infection Chance
    • MAP Drain
    • Max Level
    • Miss Chance
    • Movement
    • Number of Bolts
    • Number of Targets
    • PAP Drain
    • Power Atribute
    • Preferred Temp
    • Racial Levels
    • Range
    • Reduction, Agility
    • Reduction, Awareness
    • Reduction, Coordination
    • Reduction, Ego
    • Reduction, Focus
    • Reduction, Health
    • Reduction, Identity
    • Reduction, Natural Armor
    • Reduction, Power
    • Reduction, Skill Tree[All Weapon Skills]
    • Reduction, Skill Tree[Bluff]
    • Reduction, Skill Tree[Climbing]
    • Reduction, Skill Tree[Endurance]
    • Reduction, Strength
    • Rounds till Consumption
    • Save
    • Size Category Increases
    • Skill
    • Space
    • Starting Size
    • Synchronized
    • Time To Activate
    • Width
Things to note:
  • Many of the difficulties are based on an ability. When a difficulty variable is displayed you add the base value plus any addition amount that you paid for to the ability for a final difficulty. A target must roll to save against this value.
  • As your abilities increase over levels so will the difficulty. The same holds true for difficulties based on skills. Difficulties that do not have a either an ability or skill related to them will have a much higher base value.
  • Some variables will have a step of zero. This means you can not adjust the variable....and yes I realize that make it a constant. I was just to lazy to add a new section because of semantics.

Creative Commons License
Red Ash World Engine by Chris A Jokinen is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Based on a work at www.redash.org
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