MOTTS System

MOTTS RPS
(Marks Over The Top Statistical)
(Role Play System)

All characters start at age 40.
All characters start with 5 in all stat.

Player does not get any stats points to allocate initially.
They can customize a character by moving points around in steps of 1.
Age can be freely customized in steps of 5.

Age   
Age20-65Determines characters age in game years. For humans, wisdom increases by 1 for every +5 years of age. Dexterity decreases by 1 for every +5 years of age.
Mental
Intelligence0 to 10Inversely proportional to spirituality. Intelligence can influence wisdom and imagination at high levels.

Intelligence 8 = +1 Wisdom
Intelligence 9 = +2 Wisdom, +1 Imagination
Intelligence 10 = +3 Wisdom, +2 Imagination
Spirituality0 to 10Inversely proportional to intelligence. Spirituality can improve intuition and willpower at high levels.

Spirituality 8 = +1 Intuition
Spirituality 9 = +2 Intuition, +1 Willpower
Spirituality 10 = +3 Intuition , +2 Willpower
Willpower0 to 10Ability to override the bodies physical response to pain and ability to overcome mental obstacles. Low willpower penalizes endurance.

Willpower 2 = -1 Endurance
Willpower 1 = -2 Endurance
Willpower 0 = -3 Endurance
Wisdom0 to 10Directly controls the number of skills a character can learn per level as well as the number of spells a character can learn. Can be influenced by Intelligence. Low wisdom penalizes intelligence.

Wisdom 2 = -1 Intelligence
Wisdom 1 = -2 Intelligence
Wisdom 0 = -3 Intelligence
Perception0 to 10Perception measures how well a character uses their senses and has influence over many things from hand eye coordination and the ability to hit in combat, to being able to see hidden traps or notice slight of hand. Low perception penalizes leadership.

Perception 2 = -1 Leadership
Perception 1 = -2 Leadership
Perception 0 = -3 Leadership
Physical
Strength0 to 10Impacts the damage done by physical attacks. Strength offers a bonus to carry weight. It has positive influence on constitution and negative influence on dexterity at high levels.

Strength 0 = -3 Dexterity, -3 Constitution
Strength 1 = -2 Dexterity, -2 Constitution
Strength 2 = -1 Dexterity, -1 Constitution

Strength 8 = -1 Dexterity, +1 Constitution
Strength 9 = -2 Dexterity, +2 Constitution
Strength 10 = -3 Dexterity, +3 Constitution
Dexterity0 to 10Describes how accurately a character can use their body. Along with perception, has a impact on hit accuracy. Dexterity has positive influence on agility and negative influence on strength at the high ranges.

Dexterity 0 = -3 Strength, -3 Agility
Dexterity 1 = -2 Strength, -2 Agility
Dexterity 2 = -1 Strength, -1 Agility

Dexterity 8 = -1 Strength, +1 Agility
Dexterity 9 = -2 Strength, +2 Agility
Dexterity 10 = -3 Strength, +3 Agility
Agility0 to 10Agility directly influences reflexes and attack speed. It can be influenced indirectly by dexterity and subterfuge. Low agility penalizes subterfuge.

Agility 2 = -1 Subterfuge
Agility 1 = -2 Subterfuge
Agility 0 = -3 Subterfuge
Endurance0 to 10Endurance measures the ability to maintain combat efficiency as well as how quickly a character can recover from damage and injuries. As combat ensues, fatigue builds at various rates which are influenced directly by endurance. Low endurance penalizes willpower.

Endurance 2 = -1 Willpower
Endurance 1 = -2 Willpower
Endurance 0 = -3 Willpower
Constitution1-10+Measure the effectiveness of internal biological processes. Constitution influences hit points, and resistance to damage and poisons. Characters with high constitution also look healthier and more attractive. Low constitution penalizes endurance and charisma.

Constitution 10 = +2 Charisma
Constitution 9 = +1 Charisma

Constitution 2 = -1 Endurance, -1 Charisma
Constitution 1 = -2 Endurance, -2 Charisma
Constitution 0 = -3 Endurance, -3 Charisma
Personality
Charisma0 to 10Charisma is a measure of physical attractiveness and behavioral charm. Charisma can improve leadership at high levels but can reduce subterfuge at low levels.

Charisma 10 = +3 Leadership
Charisma 9 = +2 Leadership
Charisma 8 = +1 Leadership

Charisma 2 = -1 Subterfuge
Charisma 1 = -2 Subterfuge
Charisma 0 = -3 Subterfuge
Subterfuge0 to 10Subterfuge is a characters ability to deceive and/or misdirect. Subterfuge has positive influence on intuition.

Subterfuge 8 = +1 Intuition
Subterfuge 9 = +2 Intuition
Subterfuge 10 = +3 Intuition
Leadership0 to 10Leadership is how effectively a character organizes and sways the opinions of familiar characters, like the players own team. Familiar characters will offer more choices in dialog and provides various bonuses to the team during combat. Leadership can influence charisma.

Leadership 10 = +3 Charisma
Leadership 9 = +2 Charisma
Leadership 8 = +1 Charisma

Leadership 2 = -1 Charisma
Leadership 1 = -2 Charisma
Leadership 0 = -3 Charisma
Intuition0 to 10Intuition measures how a well a character can understand something without the need for reasoning. It offers more choices in dialog and helps to reveal traps and hidden secrets. Intuition can be influenced by the spirituality. Low intuition penalizes subterfuge.

Intuition 2 = -1 Subterfuge
Intuition 1 = -2 Subterfuge
Intuition 0 = -3 Subterfuge
Imagination0 to 10Imagination measures a characters ability to improvise or think outside the box. This ability is important for trade skills to discover new recipes. It is equally important to performers and can help the character solve riddles and disable traps. Low imagination penalizes intelligence.

Imagination 2 = -1 Intelligence
Imagination 1 = -2 Intelligence
Imagination 0 = -3 Intelligence