Thursday, November 9, 2023

STORYGAME - Wisdom: Missile Attacks, Awareness, & Ward Saves

Wisdom is the character’s ability to not only sense, but to perceive - and to have confidence in perceptions of their reality. High Wisdom gives bonuses to missile weapons attacks, avoiding surprise, and the Ward saving throw.


Missile Weapon Attacks

If Wisdom is 15 or greater, the character gains a +1 bonus to all attack rolls made with missile weapons.


Awareness

When an unexpected encounter occurs, the nearest member of each side rolls 1d6. A result greater than or equal to 3 is usually a success, indicating that member's side is aware of the other. This chance may increase or decrease, depending on the particular character or creature encountered.

If Wisdom is 15 or greater, the character gains a +1 bonus to Awareness rolls.

All Sides Aware. Each side is entirely aware of the others, and can act as they choose.

All Sides Unaware. Each side is shocked, surprised, or confused, rendering all sides unable to move and act for 1 round.

One Side Aware. Any side aware of another side currently unaware of them is able to either act freely, or to choose one of three special actions:

  • Evade. Hiding and retreat are both automatically successful.
  • Parlay. Characters on the aware side receive a +1 bonus to the first Influence roll made.
  • Ambush. A side unaware of the attacking side is unable to move or act for 1 round.


Ward Saving Throw

If Wisdom is 15 or greater, the character’s Ward saving throw score is increased by +1.


NEXT - Charisma: Influence & Retainers

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STORYGAME - Wisdom: Missile Attacks, Awareness, & Ward Saves

Wisdom is the character’s ability to not only sense, but to perceive - and to have confidence in perceptions of their reality. High Wisdom g...