The game has two sets of attributes: primary and secondary. The primary attributes are rolled and they represent the character's "genes". These primary attributes had a name change in the value that represents robustness and physical build of the character. This attribute is now called build (BLD).
The way primary attributes are rolled has changed as well. Instead of having two options, one rolling 3d6 and another 4d6, primary attributes are either rolled using 5d4 or point bought.
Secondary attributes on the other hand represent the current state of the character and are calculated by averaging primary attributes and adding background bonuses. These values represent the upbringing and training the character has had during life and they will also change as the character progresses. Secondary attributes got two new names. What was once enlightenment is now sagacity. Enlightenment was a good name when used in a fantasy game from which these rules were born, but it is not so fitting for a modern combat name. The other attribute that changes was illustration. This is now called cognitive and represents the level of education and abstract thinking the character has.
The overall goal of this changes is to:
The overall goal of this changes is to:
- Use attribute names which are a lot more clear in their meaning and don't refer to some uncommon meaning of the word.
- Introduce the option of point buying the character's primary attributes. Many players expressed their preference of point buy over rolling.
- Raise the minimum attribute value form 3 to 5 and group attributes a lot more around the value of 11 and 12. This will lead to less "nonviable" characters. I will also look into the weight each value has in the game. Such a "calibration" will make values between 5 and 9 less of an unusable dump score and more of a weak value.
PRIMARY ATTRIBUTES
Build (BLD)
Intellect (INT)
Will (WILL)
Agility (AGI)
Constitution (CON)
Determining Primary Values
By Rolling
By Point Buy
SECONDARY ATTRIBUTES
Strength (STR)
Sagacity (SAG)
Cognitive (COG)
Dexterity (DEX)
Endurance (END)
Mettle (MET)
Build (BLD)
The general physical build of the
character. A stronger build will allow
for greater strength.
Intellect (INT)
The smarts and mental agility of the
character.
Will (WILL)
The strength of the character's persona.
Agility (AGI)
How flexible and in control the character
is of her or his body.
Constitution (CON)
How healthy the character is and how
resistant to illness and disease.
Ki (KI)
How in tune the character is with the
world.
Determining Primary Values
By Rolling
Attributes are rolled using 5d4.
By Point Buy
Character starts with all attributes at
11 and the player rolls 3d4 to determine the ammount of extra points that can be assigned to increase these
values.
SECONDARY ATTRIBUTES
Strength (STR)
Determines how much the character can
carry, lift and throw. It can be
improved over time with rigorous training.
Without sustained training it will diminish over time.
Initial value : average of BLD & CON
Sagacity (SAG)
Sagacity is the intellectual and
spiritual openness and perception of the world around the character. It can be
beneficial when negotiating with NPCs and being empathic with other characters.
It is also important in enduring the hardships of war, the loss of friends and
overall shock of modern combat.
Initial value: average of INT & KI
Cognitive (COG)
Represents the level of learning and
education the character has. It is a
mixture of studied learning, and life experiences. It is an important attribute
for officers and intelligence personnel as well as activities requiring
abstract thinking.
Initial value: average of INT & WILL
Dexterity (DEX)
It is the ability to move fast and with
well placed moves. Benefits ranged combat and skills that requires manual
dexterity.
Initial value: average of AGI & KI
Endurance (END)
Represents how much and how long the
character endure physical strain. It benefits combat and resisting fatigue.
High endurance means a stronger heart which translates to more actions per
round under the system’s fatigue mechanism. High endurance also helps to counter the effects of taking wounds, like being
disoriented or fainting.
Initial value: average of CON & WILL
Mettle (MET)
It represents the character’s strength of
character. It is an important attribute to have coolness under fire and be
quick to respond to a changing battlefield. High mettle characters will endure
suppressive fire better. Overall they will be more in control of the situation
and in a better position to give orders and respond to them as well.
Initial value: average of WILL & KI
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