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Monday, December 27, 2010

Attributes and Skills

Here are some ways that the Attributes relate with Skills. Remember that to perform a skill the player rolls two dice and multiplies them together. The first dice is the actual Skill dice and represents the Experience the character has in that skill. The second dice is the character's innate ability to adapt to new situations. This is represented by one of the nine attributes. Here is a list that shows someways these attributes are used.

Aptitude
: This attribute governs skills that deal with observations and making assessments. Since this attribute show the measure at which the character is able to discover errors and see solutions to these errors, it makes sense that this attribute determines how quickly and easily all other skills advance through the mastery levels. Aptitude also limits a character's maximum level at which he/she advance a skill without the mentorship of a teacher or coach (self-taught). The maximum level is equal to HALF of the character's Aptitude. This means a Character with the Aptitude of 8 could self-teach himself a skill (with the right practice of course and in the right setting) to a D4 (Novice level). An Aptitude of 12 could self-learn a skill up to a D6 (Trained level). Beyond these levels, the character would need to seek out a teacher with the desired skill level and high enough Influence attribute.

Influence: This attribute governs skill that deal with verbal and non-verbal communication.

Initiative: This attribute does not govern any particular skill sets. Yet, it still has an effect on ALL skills where a time limit or deadline puts pressure on the success of that skill. In these cases, an Initiative roll would need to be made. If unsuccessful, penalties would be added to the difficulty of the skill roll (difficulty increases).

Strength: Strength plays a major part in many physical based skills. This is the primary attribute that governs the distance and power behind throwing skills. This attribute determines how high and far the character can jump, how quick he/she can climb and run (movement). Over-burdened characters suffer penalties in combat and other physical skills. If over-burdened too long, the character will succumb to fatigue, placing a penalty on ALL skill rolls.

Coordination: This attribute governs most physical skills and skills requiring hand-eye coordination/dexterity. This includes most mechanical and electrical skills, although this is in combination with Aptitude. Coordination, Aptitude and Perseverance all contribute to the base Combat skill.

Endurance: This attribute does not govern most skills. Rather, it determines how long a skill can be performed and how much the body can withstand before succumbing to fatigue. Remember, fatigue penalizes all skill rolls.

Command: This attribute governs survival skills and skills requiring a mastery of the body (i.e. contortion, escape artist, etc.)

Perseverance: This attribute is used in combination with Aptitude and Coordination to calculate base Combat skill. It is also used in skills that resist persuasion. When a character becomes fatigued, the player must continually roll Perseverance to see if there is a penalty applied to any skill. Perseverance is also used in skill advancement. Once a character has found a teacher of the right skill level and right Influence level, the student must roll a successful Perseverance in order for that skill to be learned. Else, the student will give up before the training is complete!

Power: This attribute does not govern any skill in particular, but may change the outcome of an unsuccessful roll or even a successful roll by the use of game points. Power determines the amount of game points and if they can be used.

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