ATTRIBUTES

Wargames and role-playing games are fundamentally built on rules that test success or failure of Adventure abilities to perform tasks.

For example: In a wargame, the Player compares the attack strength of one Unit to the defense strength of another Unit to resolve combat between the Units.

Role-playing games typically allow wider choice of action than just move, attack, and defend, which may require defining a wider range of descriptive abilities for the Adventurers.

Assigning numbers to these descriptive attributes allows these rules-based success or comparisons to work logically.

These descriptive abilities and the scores or numbers assigned to them are known as Attributes in Chronology.

The Rolled Natural Attributes (RNA) and Derived Natural Attributes (DNA) assign numeric measures or values (known as Attribute Scores) to your Adventurer's natural abilities.

Natural Attributes

Natural Attributes are initially determined when the Adventurer is created.

Natural Attributes may change through background generation or game effects.

Each Natural Attribute has a space on the Adventurer's worksheet to hold its value.

Rolled Natural Attributes (RNA)

The adventurer's starting Attribute Scores represent their Rolled Natural Attributes (RNA).

  • A Player may roll 2d6-2d6 for each Rolled Natural Attribute.
  • Some Guides prefer to witness rolls for Attributes.

Derived Natural Attributes (DNA)

Derived Natural Attributes (DNA) are created through formula and tables based on Rolled Natural Attributes (RNA) and other inputs.

For example, once a player has rolled their adventurer's Rolled Natural Attributes (RNA), these Attribute Scores are used in a formula to calculate the adventurer's Attribute Reserves for each Attribute.

Optional Attributes

An earlier design of Chronology included six natural attributes covering the five primary human senses, and a sixth “supernatural” sense.

These sense attributes were merged into the more abstract or general Awareness ability to promote simplicity and to allow for a more universal system where aliens or other non-humans could be more easily represented in the rules.

However, Guides may find it useful for their game to manage specific natural senses using separate attributes, and are encouraged to do so if that improves their specific games.

Excluded Attributes

Chronology does not include an Attribute to represent an adventurer's Luck, Fate, or Chance.

Instead, Luck, Fate, or Chance are incorporated into Chronology through physical die rolls made during Attribute or Task checks.

However, some Guides may wish to allow a Luck, Fate, or Chance attribute, scored from -10 to 0 to +10 representing a permanent roll modifier based on the Adventurer's innate luck, rather than the player's expressed dice luck.

Certain comic book characters had the innate ability to shift luck toward or away from their favor and an attribute could represent this.

Attribute Scores

Attribute scores are measured on a scale of -10 through 0 to +10.

An Attribute Score of -10 represents an extremely poor, below average value for the Attribute.

An Attribute Score of 0 represents the average for the Attribute.

An Attribute Score of +10 represents an extremely high, above average value for the Attribute.

Attribute Score Effects

For simplicity in Chronology, use Attribute Scores directly in Task Resolution rather than calculating modifiers or additional numbers or factors from them.

Attribute Score Improvement

Attribute Scores can increase or improve due to training, self-study such as trial-and-error usage, magical, or technological means.

Each game month, an Adventurer can dedicate themselves to improving an Attribute Score through these means.

At the end of the month, the Adventurer makes an Improvement Roll against their current Attribute Score.

If the Improvement Roll exceeds the current value of the Attribute Score being improved, then the Adventurer gains a +1 to the Attribute.

Adventurers may temporarily or permanently gain ability score ranks through the use or as a result of supernatural means or as a result of technology.

Attribute Atrophy

Attributes improved through formal training such as apprenticeship or schooling, self-study, trial-and-error, supernatural means, or technological means may also atrophy over time.

Adventurers may prevent Attribute loss through the use or as a result of supernatural or technological means.

The longer an Attribute goes unused, the more chance that Attribute atrophies.

Example: an Adventurer may improve their Strength through a weightlifting regimen.

If the Adventurer stops regular weightlifting, the gained Strength fades.

As an Adventurer ages, Attributes slowly atrophy as well unless the Adventurer takes action to preserve them.

Chronology