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Attributes
The are six Core Attributes in 9 Rings. Each one is detailed below.
DAMAGE
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MIGHT: 1d2 damage bonus at 3; 1d4 at 6; 1d6 at 9; 1d8 at 12; 1d12 at 15. Repeat cycle as add‐ons to current dice in increments of d2, d4, d6, d8, and d12 every three points.
Increase damage bonus by one rank‐up when using a two‐handed weapon. For example, a character with 3 Might, using a two‐handed weapon, gets a 1d4 damage bonus instead of a 1d2.
ENERGY: +2 to Spell Pool for every single point. +1 to all Spell Damage every five points. For example, a character with 4 Energy would have a Spell Pool of 8 and +1 Spell Damage.
You must have the necessary energy to cast a leveled spell and be at least of that character level based on the chart below:
Level 1 = Energy 3 Level 2 = Energy 6 Level 3 = Energy 9 Level 4 = Energy 12 Level 5 = Energy 15
Level 6 = Energy 18 Level 7 = Energy 20 Level 8 = Energy 23 Level 9 = Energy 25 Level 10 = Energy 30
ACCURACY
AGILITY: +2 to Attack Rating for every single point. +10ft to Movement every five points. +1 Physical Action every fifteen points.
MIND: +2 Mental and Magical Attack Rating for every single point. +10 to Magical Defense Bonus modifier every five points. +1 Mental Action every fifteen points.
The other bonus from Mind, as indicated before, is that every level you add twice your Mind attribute level to available skill points.
PROTECTION
VITALITY: +3 HP for every single point. Immediate full rejuvenation and all negative effects removed every ten points.
ENDURANCE: +3 to Defense Rating for every single point. +1 Damage Resistance for every ten points.
SKILLS
This section contains the skills available to your character in 9 Rings, broken down by the attribute associated with them.
When rolling, unless otherwise specified in the skill, use a d100 and attempt to roll under your current skill level. Doing so results in a successful use of the skill. This is referred to as a skill check roll. Example: If my character springs a trap and the RM asks me to make a Dodge skill check, I will roll the d100 and try to get a lower roll than my skill level. If my Dodge skill level was 70 and I rolled 52, I would successfully dodge the trap, but if I rolled 90, I would have failed to dodge.
ADDED DIFFICULTY/EASE: The RM may place temporary subtractions or additions on your skill level if he/she deems that circumstances make what you are attempting to do additionally difficult or easy.
ACTIONS: Skills take one physical and one mental action, unless otherwise stated. Skills that merely add their numbers to modifiers when you are performing other actions, like attacking, use no extra actions. If it takes a "full turn action", it takes all your actions, including move.