Primary Attributes | Description | Calculation |
Willpower | Determination | (70+1d100)/2 |
Strength | Physical Strength | (25+1d100)/2 |
Endurance | Physical Stamina/Resilience | (25+1d100)/2 |
Coordination | Manual Dexterity | (50+1d100)/2 |
Reaction | Reflexes | (50+1d100)/2 |
Quickness | Speed | (50+1d100)/2 |
Sensitivity | Perception | (50+1d100)/2 |
Charisma | Social Stature | (50+1d100)/2 |
Secondary Attributes | Description | Calculation |
Learn and Mental | Intelligence and Passion | Will Power x 2 = X* |
Body Power | Power generated in a strike | ((2 x Str) + (3 x Qui)+ Cor)/6 |
Balance | Physical Poise | (Cor + 1d100)/2 |
Fatigue | Muscle Stamina and Wind | ((Str x 2) + End) / 2 |
Damage Endurance | Physical Tolerance to Wounds | ((End x 2) + Str + Will)/4 |
* - X is a point pool that is divided between Learn and Mental. No more than 75% of this point pool into either one of these.
Pretty complex, eh. Realistic. But so complex who would wanna play it aside from us freaks of nature with nothing better to do with ourselves. So over the years, generating the "Terran" became infinitely easier.
Primary Attributes | Description | Calculation** |
Willpower | Determination | +3 |
Strength | Physical Strength | --- |
Endurance | Physical Stamina/Resilience | --- |
Coordination | Manual Dexterity | --- |
Reaction | Reflexes | --- |
Quickness | Speed | --- |
Sensitivity | Perception | --- |
Charisma | Social Stature | --- |
** Player has 40 Points to distribute among all Primary Attributes. No more than 10 into each one (excluding attributes augmented by racial bonuses).
Secondary Attributes | Description | Calculation |
Learn and Mental | Intelligence and Passion | Will Power x 2 = X* |
Damage Endurance | Physical Tolerance to Wounds | Size (60) + Endurance + Strength |
Initiative | How you respond to a situation | (Qui + Rea) / 2 |
Acumen | The Well of spirit that fuels magic | Potential (40) + Willpower + Mental |
* - X is a point pool that is divided between Learn and Mental. No more than 75% of this point pool into either one of these.
Anyhow, the new system as a whole is simple, easy to understand, fast, and a realistic rewards and consequence system. We've never liked level based games, or games that have your character's scores and "hit points" getting out of hand. We reflect the fact that if get stabbed in the chest with a dagger . . . you probably aren't going to make it. It's hard to balance realism with fantasy without defeating that ever elusive epic quality, but it sure is fun trying to.
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