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Basilicus

Worldbuilding
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Faculties are a character's core traits. They are, fundamentally, a character's physical, mental, or spiritual limitations relative to other characters. A Faculty's score is a measurement on a scale of 1 to 10 and is used to determine a character's condition. Since Faculties are a character's core traits, the score can never be changed past the generation of the character. The only variable is the effectiveness of a skill that utilizes the Faculty.

When creating a character, Faculties are assigned based on a character's species. The scale of 1 to 10 compare the Faculties of the same species, that is to say other species may have a different scale altogether.

Since 5 is average on the Faculty scale, the sum total of all faculties should not exceed 50. When players choose scores for their faculties, the species should have an average distribution to be used as a guide.

The particular game module, setting, or article will detail how the species compares to others within the description. But, for example, if a Worldworm is rated as “5”, then that means its Faculties are 5 times that of a Kelosian's. So although a Worldworm in this case has an Agility of “2” that means compared to a Kelosian the Agility is “10”.

Additionally, different scale can be applied to different Faculties. A certain species may be on the same scale as kelosians in the case of Agility, but not Intelligence.

These specifications are made within the description of the specific species. If there is no scale specification, it is assumed all the Faculties are on the same scale as kelosians (please note that this same scale specification is true for damage as well).

## Agility (AG)Edit

Agility is a character's natural running speed, balance, and utilize the flexibility of his or her muscles. It is a measurement of a character's flexibility and coordination. AG may be used in physical or athletic skills.

Alertness is a character's innate reaction to unexpected actions or situations. It is a measurement of their response, reflexes, and senses. AL may be used in certain combat or physical reaction skills.

## Creative Thought (CT)Edit

Creative Thought is a character's imagination and measurement of conceptual ideas, visualization and concept implementation. It generally measures a character's grasp of things that are not tangible or fully realized. Skills that use CT are usually artistic ones such as painting or music.

## Dexterity (DX)Edit

Dexterity is a character's grip, handling, or coordination with limb extremities, such as hands and feet. It is a measurement of a character's eye-hand coordination. Skills that use DX are weapons or skills requiring use of the hands.

## Endurance (EN)Edit

Endurance is a character's capacity for physical or mental exertion. It is a measurement of a character's tolerance to physical pain, long workout durations, or extended physical strain. Skills that use EN are athletics, damage resistances, etc.

## Influence (IF)Edit

Influence is a character's influence over other people, whether it is through charm or intimidation. Skills that use IF are negotiation related, performances, deception, etc.

## Perception (PE)Edit

Perception is a character's clarity when seeing patterns, aim accuracy, or perception and judgment his or her physical surroundings. It is a measurement of how well a character can aim, accurately ascertain depth perception, and estimate distances. Skills that use PE are weapons that require aiming, some creative work, fine arts, etc.

## Rational Thought (RT)Edit

Rational Thought is a character's rational thought process, reason, and problem-solving. It is a measurement on how well a character can retain knowledge and utilize it in a given situation. Skills that use RT are often learned skills with intellectual applications, such as science and history.

## Sanity (SN)Edit

Sanity is a measurement of a character's mental stability. It describes a character's ability to handle mental and emotional attacks and abuse, withstand extreme circumstances, keep good headspace and control emotional rises. Skills that use SN are for mental and emotional control such as poise, torture resistance tactics, etc.

## Strength (ST) Edit

Strength is a character's force exertion. It is a measurement of a character's striking damage, lifting and carrying weight, etc. Skills that use ST are hand-to-hand combat, athletics, etc.

## Physical Fatigue Rate (PFR)Edit

Physical Fatigue Rate is how quickly a character fatigues during physical exertion. It is a relative scale of 1 to 10, 1 being easily fatigued, 5 being average, and 10 being not easily fatigued. This score is determined by the Endurance (EN) Faculty. PFR may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. A character can never have more than 10 or less than 1 as a Physical Fatigue Rate score.

Physical Fatigue Rate is used in game in a variety of ways. Most importantly, it helps determine many Faculty Traits. It can also be used like a skill in certain situations. If a character is trying to over-exert by going beyond his or her standard traits, or needs to do exertion that has no game traits, it can be rolled as a difficulty against a Game Master. A failure means the person is too fatigued to continue the task, whereas a success means a character can continue doing the task. Most average exertions will require a roll per minute of activity, however extreme exertions may require rolls as often as once per second of activity (e.g. lifting a heavy object). Variable circumstances are managed by the Game Master.

## Mental Fatigue Rate (MFR)Edit

Mental Fatigue Rate is how quickly a character fatigues during mental exertion. It is a relative scale of 1 to 10, 1 being easily fatigued, 5 being average, and 10 being not easily fatigued. This score is determined by the sum of the Sanity faculty. Mental Fatigue Rate may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. A character can never have more than 10 or less than 1 as a Mental Fatigue Rate score. Mental Fatigue Rate is used in game in a variety of ways. Most importantly, it helps determine many Faculty Traits. It can also be used like a skill in certain situations. If a character is trying to over-exert by going beyond his or her standard traits, or needs to do exertion that has no game traits, it can be rolled as a difficulty against a Game Master. A failure means the person is too fatigued to continue the task, whereas a success means a character can continue doing the task. Most average exertions will require a roll per minute of activity, however extreme exertions may require rolls as often as once per second of activity (e.g. withstanding torture). Variable circumstances are managed by the Game Master.

## RunningEdit

Equal to the Agility Faculty (AG), Running is a trait that describes a character's running speed and duration. Running may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. A character can never have more than 10 or less than 1 as a Running score.

Running is used in game in a variety of ways. Most importantly, it helps determine how quickly and how far a character can run. It can also be used like a skill in certain situations. If a character is trying to outrun another character, they would both roll the die and add the Running score to it (plus any skills or other modifiers) and the person who wins the roll beats the other person. Variable circumstances are managed by the Game Master.

If a character has the following score, then their Running Trait is as follows (note that these are on a Kelosian scale and can be multiplied depending upon the species):

• 1: 1 hour 30 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 10 miles
• 2: 1 hour/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 10 miles
• 3: 45 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 10 miles
• 4: 30 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 10 miles
• 5: 15 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 10 miles
• 6: 10 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 10 miles
• 7: 10 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 20 miles
• 8: 10 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 30 miles
• 9: 10 min/mile, +10 min/mile - 1 min/Physical Fatigue Rate for every mile thereafter for no longer than 40 miles
• 10: 5 min/mile for no longer than 50 miles

For flying creatures, this Faculty determines their flight movement, with their land movement(if any)being half this.

## LiftingEdit

Lifting is a trait that describes how much a character can lift in average circumstances. Lifting may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. Variable circumstances are managed by the Game Master.

If a character has the following Strength (ST) score, then they can lift the following (note that these are on a kelosian scale and can be multiplied depending upon the species)::

STLift (kg)Lift (lbs)
1510
21025
31840
42250
53075
650100
760125
870150
9100200
10140300

## CarryingEdit

Carrying is a trait that describes how much a character can lift for a duration. Carrying may be adjusted temporarily by certain pieces of knowledge, skills, equipment, or environmental conditions. Variable circumstances are managed by the Game Master.

If a character Strength (ST) and Endurance (EN) average to the following (rounded to the nearest whole number), then they can carry the following (note that these are on a kelosian scale and can be multiplied depending upon the species). Add PFR in meters to the distance:

Weight (kg)Distance (m)
1210
21010
31810
42210
53010
6505
7605
8705
91002
101402
• 1: 5 pounds/10 yards + 1 yard/Physical Fatigue Rate
• 2: 20 pounds/10 yards + 1 yard/Physical Fatigue Rate
• 3: 40 pounds/10 yards + 1 yard/Physical Fatigue Rate
• 4: 50 pounds/10 yards + 1 yard/Physical Fatigue Rate
• 5: 75 pounds/10 yards + 1 yard/Physical Fatigue Rate
• 6: 100 pounds/5 yards + 1 yard/Physical Fatigue Rate
• 7: 125 pounds/5 yards + 1 yard/Physical Fatigue Rate
• 8: 150 pounds/5 yards + 1 yard/Physical Fatigue Rate
• 9: 200 pounds/2 yards + 1 yard/Physical Fatigue Rate
• 10: 300 pounds/2 yards + 1 yard/Physical Fatigue Rate

## ThrowingEdit

Throwing is a trait that describes how far a character can throw 1 kg. To figure other weights, simply divide by the weight to modify the results. Throwing may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. Variable circumstances are managed by the Game Master.

(Note that these are on a kelosian scale and can be multiplied depending upon the species):

STDistance or Weight (kgf$\cdot$m)
11.5
22
33
43.5
57
68
710
814
920
1030

If a character has the following Strength (ST) score, then they can throw a pound the following distance (note that these are on a kelosian scale and can be multiplied depending upon the species):

• 1: 10 feet
• 2: 15 feet
• 3: 20 feet
• 4: 25 feet
• 5: 50 feet
• 6: 60 feet
• 7: 75 feet
• 8: 100 feet
• 9: 150 feet
• 10: 200 feet

For example, throwing two pounds would be adjusted as follows:

• 1: 5 feet
• 2: 7 feet
• 3: 10 feet
• 4: 13 feet
• 5: 25 feet
• 6: 30 feet
• 7: 38 feet
• 8: 50 feet
• 9: 75 feet
• 10: 100 feet

And throwing half a pound would be adjusted as follows:

• 1: 20 feet
• 2: 30 feet
• 3: 40 feet
• 4: 50 feet
• 5: 100 feet
• 6: 120 feet
• 7: 150 feet
• 8: 200 feet
• 9: 300 feet
• 10: 400 feet

## HittingEdit

Hitting is a trait that describes how much damage a person can do when he or she punches. Damage is a percentage value that is deducted from a character's Damage Capacity. Hitting may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. Variable circumstances are managed by the Game Master.

If a character has the following Strength (ST) score, then they do the following damage with the fists (note that these are on a kelosian scale and can be multiplied depending upon the species):

• 1: 1%
• 2: 1%
• 3: 2%
• 4: 4%
• 5: 4%
• 6: 6%
• 7: 6%
• 8: 8%
• 9: 8%
• 10: 10%

## KickingEdit

Kicking is a trait that describes how much damage a person can do when he or she kicks. Damage is a percentage value that is deducted from a character's Damage Capacity. Hitting may be adjusted temporarily or permanently by certain pieces of knowledge, skills, equipment, or environmental conditions. Variable circumstances are managed by the Game Master.

If a character has the following Strength (T) score, then they do the following damage with kicks (note that these are on a kelosian scale and can be multiplied depending upon the species):

• 1: 2%
• 2: 2%
• 3: 4%
• 4: 6%
• 5: 6%
• 6: 8%
• 7: 8%
• 8: 10%
• 9: 10%
• 10: 15%