## 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
================================================================================