Skip to main content
Core

# TDGS CORE ATTRIBUTES - AI REFERENCE

Document 2 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - DOCUMENT 2 # Title: Core Attributes (Stats) # Version: 1.0 # Purpose: AI-readable specification for character attributes # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ This document defines the nine core attributes of TDGS. These attributes describe capability, permission, and constraint. CORE PRINCIPLE: Stats define what CAN happen. They do not dictate what MUST happen. ================================================================================ UNIT POLICY ================================================================================ ABSTRACT UNITS: Distance: square (content defines scale, e.g., 5 feet, 1.5 meters) Weight: WU - Weight Unit (content defines scale, e.g., 1 pound, 0.5 kg) ENGINE IS AGNOSTIC: Calculates in squares and WU Content defines real-world equivalents Examples in documentation use feet/pounds for familiarity SEE ALSO: Document 14 (Movement), Document 15 (Equipment & Slots) ================================================================================ ATTRIBUTE LIST (Canonical Order) ================================================================================ 1. STR - Strength 2. DEX - Dexterity 3. REF - Reflex 4. CON - Constitution 5. MOV - Movement 6. INT - Intelligence 7. WIS - Wisdom 8. CHA - Charisma 9. LUK - Luck ================================================================================ ATTRIBUTE: STRENGTH (STR) ================================================================================ DEFINITION: Raw physical force. How much force can be exerted against resistance. SCALE: 0–100 (logarithmic, non-linear) - STR 0 = No meaningful force - STR 10 = Peak human (strongest deadlift on record) - STR 100 = Planetary-scale force (Earth mass) STRENGTH IS: - The ability to apply force - Abstracted from leverage, biomechanics, cleverness STRENGTH IS NOT: - Technique - Coordination - Endurance - A guarantee of success - Damage on its own STRENGTH BAND ANCHORS: Formula: STR × 10 = Carrying Capacity (WU) Weight Units (WU) are abstract. Content defines scale. See Document 15: Equipment & Slots. STR | Capacity (WU) | Interpretation ----|---------------|--------------------------- 0 | 0 | No meaningful force (insects, swarms) 5 | 50 | Child, small creature 10 | 100 | Average adult 15 | 150 | Trained, athletic 20 | 200 | Elite athlete, strongman 25 | 250 | Peak mortal 30 | 300 | Superhuman begins 40 | 400 | Heroic, legendary 50 | 500 | Titanic, monstrous 75 | 750 | Mythic, godlike 100 | 1000 | Cosmic, world-shaping MEANINGFUL FORCE THRESHOLD: Entities too small to register (insects, microbes) = STR 0 individually. They matter through swarms, counts, traits, and narrative effects. Strength measures INDIVIDUAL force, not collective danger. TYPICAL PLAY RANGE: STR 3–15 Above 25: Heroic/mythic territory Reference: /docs/tdgs/equipment Reference: /docs/tdgs/equipment#carrying-capacity Reference: /docs/tdgs/equipment#measurement-units ================================================================================ ATTRIBUTE: DEXTERITY (DEX) ================================================================================ DEFINITION: Precision and coordination. What degree of precise control is possible if everything goes right. SCALE: 0–100 (asymptotic) Improvements at high levels = refinement, not transformation. DEXTERITY IS: - Fine motor control - Accuracy potential - Delicate manipulation capability DEXTERITY IS NOT: - Speed - Reaction time - A guarantee of success LOOKUP TABLE: DEX | Interpretation | Example ----|------------------|------------------ 0 | No coordination | Inanimate 3 | Poor control | Clumsy beings 5 | Average | Adult human 8 | Exceptional | Surgeons 10 | Peak human | World-class 20 | Superhuman | Mythic heroes 40 | Inhuman | Constructs 100 | Absolute | Divine TYPICAL PLAY RANGE: DEX 4–10 ================================================================================ ATTRIBUTE: REFLEX (REF) ================================================================================ DEFINITION: Temporal responsiveness. How quickly an entity notices something and begins to act. SCALE: 0–100 (diminishing returns) Early improvements matter enormously. Later improvements compress toward theoretical limits. REFLEX IS: - The moment between stimulus and response - Reaction speed REFLEX IS NOT: - Movement speed - Precision LOOKUP TABLE: REF | Interpretation | Example ----|----------------|------------------ 0 | No reaction | Objects 5 | Average | Adult human 10 | Peak human | Elite athlete 20 | Superhuman | Enhanced 60 | Near instant | Legendary 100 | Absolute | Conceptual TYPICAL PLAY RANGE: REF 4–10 ================================================================================ ATTRIBUTE: CONSTITUTION (CON) ================================================================================ DEFINITION: Endurance and pain tolerance. How much stress, injury, and pain can be endured before failure. SCALE: 0–100 (compressive) Higher values = survivability, not invulnerability. CONSTITUTION IS: - Ability to function while injured - Pain tolerance - Stress endurance CONSTITUTION IS NOT: - Healing rate - Damage reduction LOOKUP TABLE: CON | Interpretation | Example ----|----------------|------------------ 0 | Cannot endure | Fragile matter 5 | Average | Adult human 10 | Peak human | Extreme survivor 20 | Superhuman | Enhanced 60 | Extreme | Colossal 100 | Absolute | Divine TYPICAL PLAY RANGE: CON 4–10 ================================================================================ ATTRIBUTE: MOVEMENT (MOV) ================================================================================ DEFINITION: Translational speed. How fast an entity can move through space under its own power. SCALE: 0–100 MOVEMENT IS: - Raw locomotion speed MOVEMENT IS NOT: - Reaction time - Precision - Stamina MOVEMENT LOOKUP TABLE: MOV determines squares moved per Move action. See Document 14: Movement & Positioning. MOV | Interpretation ----|--------------------------- 0 | Immobile (objects, rooted) 3 | Slow (encumbered, crawling) 5 | Average adult 6 | Standard humanoid baseline 8 | Quick, athletic 10 | Fast, trained runner 12 | Very fast, cavalry 15 | Exceptional speed 20 | Superhuman 30+ | Heroic, mythic Most play: MOV 4-10 Above 15: Outpaces normal creatures Reference: /docs/tdgs/movement ================================================================================ ATTRIBUTE: INTELLIGENCE (INT) ================================================================================ DEFINITION: Reasoning, abstraction, and learning. How complex a problem an entity can understand. SCALE: 0–100 INTELLIGENCE IS: - Problem complexity ceiling - Learning capacity - Abstract reasoning INTELLIGENCE IS NOT: - Good decision making (see WIS) - Wisdom or judgment LOOKUP TABLE: INT | Interpretation | Example ----|----------------|------------------ 0 | No cognition | Object 5 | Average | Adult human 10 | Peak human | Genius 20 | Superhuman | AI 100 | Absolute | Conceptual TYPICAL PLAY RANGE: INT 4–10 ================================================================================ ATTRIBUTE: WISDOM (WIS) ================================================================================ DEFINITION: Judgment and consequence awareness. "Is this a good idea?" SCALE: 0–100 WISDOM IS: - Decision quality potential - Consequence awareness - Prudence WISDOM IS NOT: - Intelligence or reasoning (see INT) - Speed NOTE: A wise character may be slow. A foolish character may be brilliant. LOOKUP TABLE: WIS | Interpretation | Example ----|----------------|------------------ 0 | No judgment | Object 5 | Average | Adult human 10 | Peak human | Sage 20 | Superhuman | Ancient 100 | Absolute | Divine TYPICAL PLAY RANGE: WIS 4–10 ================================================================================ ATTRIBUTE: CHARISMA (CHA) ================================================================================ DEFINITION: Presence and influence. The ability to shape social outcomes through force of personality. SCALE: 0–100 CHARISMA IS: - Social influence capability - Force of personality CHARISMA IS NOT: - Physical beauty (separate trait) LOOKUP TABLE: CHA | Interpretation | Example ----|----------------|------------------ 0 | No influence | Object 5 | Average | Adult human 10 | Peak human | Leader 20 | Superhuman | Mythic 100 | Absolute | Divine TYPICAL PLAY RANGE: CHA 4–10 ================================================================================ ATTRIBUTE: LUCK (LUCK) - SPECIAL ================================================================================ DEFINITION: An abnormal relationship with probability. SCALE: −10 to +10 (UNIQUE: only attribute allowing negative values) PROPERTIES: - Luck is permanent - Luck is rare - Luck is powerful - Luck modifies probability through dice interaction, NOT narrative fiat LUCK CAN: - Add modifiers - Add or subtract dice - Influence rerolls - Affect success or failure ┌─────────────────────────────────────────────────────────────────────────────┐ │ CRITICAL RULE: Luck NEVER affects magnitude. │ │ Luck touches the dice themselves—not what the dice represent. │ └─────────────────────────────────────────────────────────────────────────────┘ LOOKUP TABLE: LUCK | Interpretation -----|------------------------- −10 | Catastrophic misfortune −1 | Unlucky 0 | Normal +1 | Lucky +10 | Mythic fortune TYPICAL PLAY RANGE: LUCK −1 to +1 ================================================================================ SUMMARY TABLE ================================================================================ Attr | Name | Scale | Definition (one line) -----|--------------|----------|------------------------------------------ STR | Strength | 0–100 | Raw physical force DEX | Dexterity | 0–100 | Precision and coordination REF | Reflex | 0–100 | Temporal responsiveness CON | Constitution | 0–100 | Endurance and pain tolerance MOV | Movement | 0–100 | Translational speed INT | Intelligence | 0–100 | Reasoning, abstraction, learning WIS | Wisdom | 0–100 | Judgment and consequence awareness CHA | Charisma | 0–100 | Presence and influence LUCK | Luck | −10–+10 | Abnormal relationship with probability ================================================================================ DOCUMENT STATUS ================================================================================ STATUS: Canonical All nine attributes are FINALIZED. They form the complete stat block for TDGS. These nine core stats are IMMUTABLE. ================================================================================ END OF DOCUMENT ================================================================================

## ATTRIBUTES SUMMARY

AttrNameScaleDefinition
STRStrength0–100Raw physical force
DEXDexterity0–100Precision and coordination
REFReflex0–100Temporal responsiveness
CONConstitution0–100Endurance and pain tolerance
MOVMovement0–100Translational speed
INTIntelligence0–100Reasoning and abstraction
WISWisdom0–100Judgment and awareness
CHACharisma0–100Presence and influence
LUKLuck−10 to +10Probability distortion

## KEY RULES

RuleDescription
Typical Play RangeMost stats: 3–10. Luck: −1 to +1.
ScaleLogarithmic, non-linear. STR 10 = peak human.
Luck ScopeAffects Resolution only. Never Magnitude.
Unit PolicyAbstract units (squares, WU); content defines scale.