2.4 Attributes and Adjustments

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Revision as of 19:01, 17 June 2007

Contents

2.4 The ATTRIBUTES and ADJUSTMENTS

Each race has ten attributes: Intelligence (INT), Wisdom (WIS), Strength (STR), Health (HEA), Dexterity (DEX), Humor (HUM), Skill (SKI), Luck, Psyche (PSI), and Accuracy (ACC).

If the abbreviated attribute has a dash next to it (INT: -), it means the roll will have no adjustment or no change to the roll. The player that rolls a 1d100 and gets a 93% will write down 93%. If 93% was rolled and the information reported is INT: -35, the player subtracts 35 from it resulting in 58% which will be written down on the Intelligence attribute of the character. The percentage will not go lower than 01% no matter how much was subtracted from the original number. Some of the attributes have a plus sign after them (INT: +45). This will mean the roll must add that number to the roll made. If a player rolls a 93% and sees the INT: +45, 93+45 will give a total of 138% to be written down.


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Introduction

Character Development

Races

In the following pages are many races. Each race has adjustments on their attributes, the star system the race originaed from, the planet, the average height (in meters), skin, population, the date when the race was discovered, and by what race. General information is provided and so is average in litter, most in the litter, age to give birth, the colors of particular body parts, and the life expectancy for the race.

Average Height

To get the height of the character, look upon the racial sheet and find the average height of the specified race. The numbers are listed in metric to make calculation easier. Roll a 1d10 to help the player figure the character's height. If the player rolls 1, the player subtracts 0.1 meters from the race's average height. If 2 is rolled, 0.08 meters is subtracted from the height; 3 is 0.06 subtracted; 4 is 0.04; 5 is 0.02; 6 subtracts nothing from the race's average height, 7 adds 0.02 meters, 8 adds 0.04 meters, 9 adds 0.06 meters, 0 adds 0.08 meters to the height.

Skin

On each race is the category Skin. The player and the Spinster will find this to mean the types of skin each race has from tough skin, tissue, scales, plates, fiber, and more. Next to the skin type may be a number such as 20a. The number represents the amount of protection the particular skin has. If a character has 15a, it will mean that if the character was shot and had the damage of 20 points from an attack, the skin will protect the character with the Material Strength of 15 points leaving only 5 points to actually damage the character. Any damage less than 15 points would not hurt the character since all 15 points were absorbed. No matter the amount of times the character is hit, the skin will still protect the character with the amount listed.

Population

Within the selection of each race lists population. This is to assist the player and Spinster with a realistic understanding of the chance a character meets another member of the designated race to play in the scenario. A chance of meeting a sentient of a race with 80 trillion obviously is higher than somebody belonging to a race with merely 20 thousand.

Body Regions

On the races, players will notice that there are races with various colors only on specific areas of the body such as limbs, tails, or eyes. The list of colors is provided so a player can decide from the colors listed what the choice color would be for a part. A player looking at the list for a Blue Human cannot choose the hair to be blond if the section listed Hair Color does not have this color listed. Only the colors listed may be used for a choice of natural color. This does not mean that the player or Spinster are removed from the ability of dying the stated part a designated color.

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