====== Attributes ====== * These are up for consideration. - if you have comments, feel free to comment away.\\ \\ ===== Attribute List ===== **Strength** (Str) - //Fysical strength, for lifting, punching, dragging. The more strength, the bigger the muscles, this is good for arbsorbing some damage too.\\ Strength does not really apply to many skills, but increases your lifting and dragging load.//\\ **Endurance** (End) - //Determines for how long the character can stress his body, the more Endurance, the longer he can carry that motorbike.\\ Endurance dont have any skills related to it, because the fact is you need it when you want to do a skill, for a long period of time (Endurance Check).//\\ **Mobility** (Mob) - //The speed of movement and agility, the more of this stat, the faster the person.\\ Have some skills associated with it, its a good stat for rooftop thiefs and the like.//\\ **Focus** (Foc) - //Inner Calm, used to remember stuff, meditate, and equilevants, Grants additional Starting Skillpoints.\\ A part of the skills are associated with Focus, Focus is good for the wise character (having knowledge skills attached).//\\ **Intelligence** (Int) - //The "quickness" of the brain, basicly with a high intelligence score, the character has quick wits.\\ This stat have the most skills attached to it, being quick-minded helps alot when doing most actions, good average skill.//\\ **Charisma** (Cha) - //Personal Attribute, this measures the persons ability to affect other people via talk and body language.\\ Skills associated with charisma mostly depends on your own compassions and body language, and therefore the skills that are associated with them are good for any fast-talk trader, or anyone else trying to interact with others.//\\ \\ \\ **Note** Optional: At character creation, determine how well looking the character is. This "stat" should ingame determine how much people notice your cahracter, may it be good (noticing her in the bar, the stranger offers her a drink) or bad (as we left the slum, we were spotted by some crooks). How 'well looking' a character is, is often connected to the amount of Charisma the Character posseses, (as a house rule, your looks might be equilevant to your Charisma).\\ Optional: You can choose to have it be a stat, chosen from game start (modified by bruises). Following the normal stat limitations, The effect will be, any one trying to spot the person will get a bonus to the perception equal to the Beauty-score the character he tries to spot posseses.\\ \\ ===== Rulings: ===== **Attribute Scores**\\ The attribute score is what you decide to have in any specific attribute. For skillchecks you dont add your score but your Attribute Modifier.\\ You only gain a +1 modifier from an attribute for each 2 points of ability score you have in a certain ability, so an attribute score of 8 gives a +4 modifier. This is rounded down, so an attribute score of 7 gives an attribute modifier of +3.\\ Attributes for Human ranges from 0 to 12. where 0 means the person have a physical or mental retardation on the area the attribute covers (a 0 in intellect means your character is as smart as a rock) and 12 means your character is "superhumanly" good at something, (having 12 in endurance makes you able to withstand a couple of hits from a blaster).\\ **Attribute Modifications**\\ Hit point totals: Modified by: Strength and Endurance.\\ lvl 1 Hit points calculated by: 2 * Endurance Score + 1 * Strength Score + 1 * "Class Hp per level".\\ Add 2 * Endurance Score to hit points each 5 levels (5, 10, 15).\\ lvl 5 Hit points calculated by: 4 * Endurance Score (2*Endurance for level 1, 2*Endurance for level 5) + Strength Score + 5* "Class Hp per Level" (remember, if you havent progressed in the same class for all 5 levels, you might have a different hp per level for each class).\\ **Starting Skillpoints**\\ At level 1, your character gains a bonus to available skillpoints equal to his Focus Modifier (half focus rounded down). These does not have to be spent at once.\\ \\ **Attribute Limits**\\ Average: 4 - The average human has 4 in all stats (if you want to, mix them up a little, or grant them +2 in one certain stat.)\\ Maximum: 12 - Maximum possible stat is 12, this is mostly so people dont make an awkwardly focused characters (and resembles "human" limits), this also helps balance things like skillchecks. (I do not assume every character has 12 in an attribute when DCs are created.)\\ Minimum: 0 - The minimum Attribute score is 0, this is set so anyone wont set the intellence to = rock brain. I know my example (above) says its the brain of a rock, but its more figuredly than so, meaning he's as slow as an "Orc" that didnt receive schooling.\\ The "average" human has 4 in all stats (compared to d&d). I mostly just figured that having a negative stat seems awkward and silly, so i basicly raised all stats by 4.\\ After the raising by 4, i thought that there was no reason for the "10 = 0", this often leads to confucion among people that i know and have played with.\\ \\ Acquiring: Attributes are determined at the creation of the character, several methods can be used (listed Below), after the Gm's liking.\\ ==== Attribute Determination Methods ==== |**Create**|Total control|//All players start with a preset amount of "Purchase Points", these points are used to place in the various Attributes.//| |**Random**|Noone controls destiny|//The attributes are rolled randomly.//| |**Hybrid**|I chose my fate|//First you have a certain amount of "Purchase Points" that you set as you see your character, then you roll a random number to add to that amount.//| //Remember, once set, attributes does not raise by levels and cannot be permanently raised except by some unfortunate plot device, so choose carefully.//\\ //Also remember, that these methods create **Heroes** and will therefore give quite good stats, compared to the normal human, for commoners, give them a variation of 3-5 in their skills.//\\ \\ **Create**\\ A player start with 43 Buy Points, then purchases the attributes with these points, note that the only "free number" you can have in a stat is 0. When you purchase attributes, the price is given on the table below.\\ |Current Level|Cost to Increase by +1|Buy a stat directly (from 0)| |0|1|-| |1|1|1| |2|1|2| |3|1|3| |4|1|4| |5|2|5| |6|2|7| |7|2|9| |8|2|11| |9|3|13| |10|3|16| |11|3|19| |12|-|22| **Random**\\ //Can be done in several ways, and im not gonna explain all of them, im only gonna explain the way that seems (to me) like the one that works the best.//\\ you make 6 rolls of 2d6, write the numbers down (If both the player and the dungeon master decides that these numbers are extremely low, the player might get to reroll, a rule of thumb is that when you add them all up at this point, they should atleast give the number 24)\\ Now you can substract 2 points from any roll, to add 2 points to another roll (only once), this cannot make an atribute exceed 12. Now choose a skill in which you add an additional 2 points, this cannot make an atribute exceed 12. Now you decide where to put your modified 6 pools.\\ \\ Example: Jeff the Trader rolls 2d6 6 times, and gets the results of "8, 5, 2, 11, 7, 5", im just gonna sort by the size of the numbers so its easier to comprehend, "2, 5, 5, 7, 8, 11". After this Jeff have a choice to substract 2 points from one of the rolls, and add that amount to another roll. So Jeff decides that he doesnt want a low stat like 2, therefore he substracts 2 points from the 7, and adds those 2 points to the 2. giving him the stats "4, 5, 5, 5, 8, 11". Now Jeff can add 2 points to any of these figures, he really want to add the 2 points to that 11 to make a 13, but this would make the attribute exceed the limit of 12, and therefore if he adds it to the 11, 1 point is lost and he would have "4, 5, 5, 5, 8, 12". He doesn't want to lose this point, so decides to add the +2 bonus to his 8 instead, giving him the stats: "4, 5, 5, 5, 10, 11".\\ So now Jeff is done with the mathematics, now all there is left is to do is place the various numbers on Jeff's attributes. Since he is a trader he thinks that the skills associated with npc's are important, and therefore places his highest number in Charisma, giving him a 11 points in charisma. He also want to be able to know the price of different wares, and just have allround knowledges, and therefore places another high number in Focus, there goes the 10. Now all Jeff have left is 5, 5, 5 and 4, theres not the big difference between these stats, but Jeff decides that Endurance is the least important attribute left, and places the 4 in Endurance and 5 in the rest, giving him a finished result of:\\ Strength: 5// - Jeff is above average in Strength//\\ Endurance: 4// - Jeff is quite standard in Endurance//\\ Mobility: 5// - Jeff is above average in Mobility//\\ Focus: 10// - Jeff is quite focused and patient, in a way that is quite rare with humans.//\\ Intelligence: 5//- Jeff is above average in Intelligence//\\ Charisma: 11// - Jeff is extremely charismatic, such that only resides in heroes//\\ \\ **Hybrid**\\ //This is a variation of the two above, as a fun example of players being able to create their own character, but also have a chance to be lucky with some of the stats that they dont really seem to value as much.//\\ First, you use 23 points to purchase any attributes as you want them to look (just meaby abit lower than what you might be used to if you have played using the other methods).\\ Then you roll for each stat seperately, 1d4 and adds this number, this cannot raise the stat above 12.\\