Temp Attributes and Stats

From Sagataflwiki

Revision as of 09:15, 5 April 2012 by Peter Knutsen (Talk | contribs)
Jump to: navigation, search

This is an overview of Attributes, sub-Attributes, and non-attritive Derived Stats. Attritive Derived Stats such as Blood Points and Spell Energy Points (and Hit Points, in the increasingly unlikely event that they are actually allowed to remain in the system) will either be added later, or else be defined in a separate document, including the derivation formulae.

Note that some of the formulae below, for (non-attritive) Derived Stats, may be changed later. Also ntote that Attributes and sub-Attributes use different Cost Factor systems. CF5 doesn't mean the same for an Attribute as for a sub-Attribute.

Attribute Value Cost Factor
(for Humans)
Notes
Dexterity Base Dexterity 5 Parent Attribute (Primary Attribute)
Dexterity Combat Dexterity 5? Used for interacting with moving or far-away objects, typically of unarmed, melee weapon and ranged combat
Dexterity Manual Dexterity 3? Used for precise interaction with immobile objects, typically as the basis for crafts Skills and manual thief Skills

Since Dexterity splits into only two sub-Attributes, their cost need to be fairly high. Medium'ish cost for Manual Dexterity, maybe CF3, and high'ish cost for Combat Dexterity, probably CF5, because of the potential for combat monster optimization.

Note that Agility exists as a separate Attribute, governing precise and graceful whole-body movement.

Attribute Value Cost Factor
(for Humans)
Notes
Constitution Base Constitution 5 Parent Attribute (Primary Attribute)
Constitution Resist Disease 3? Used to resist diseases
Constitution Resist Poison 3? Used to resist poisons
Constitution Aging Roll - Base values equal to (3+Con)/2 rounded, not modified as a sub-Attribute, but using some other scheme
Constitution Fertility -
Constitution Recovery -
Constitution Stamina SP Stamina Levels are purchased with Skill Points and "go on top" of Constitution to determine the character's total Endurance

Constitution has two true sub-Attributes, so their cost needs to be high'ish, maybe CF3 each. The cost of modifying Aging Roll, Fertility and Recovery must depend on whether Constitution is an even or odd number (see mailing list post). Recovery is a potentially very powerful Derived Attribute, for creating combat optimized characters, so must be expensive to buy up. Fertility is of little importance, but note the potential for choosing to create a completely Sterie character. Aging Roll is in-between, mattering a lot in some campaigns, not at all in others.

Stamina is purchased with Skill Points (as a Training) and as such does not use the Cost Factor system.

Attribute Value Cost Factor
(for Humans)
Notes
Will Base Will 5 Parent Attribute (Primary Attribute)
Will Resist Domination 2? Used to resists attempts at supernatural mind control (magical, psionic, or hypnosis)
Will Resist Fear 2? Used to resist fear, whether from a mundane or magical source
Will Resist Manipulation 2? Used to resist social manipulation, such as Seduction. Note that attempts to bewilder are instead resists with Intelligence
Will Resist Pain 2?* Used to resist pain. Not too sure, actually, if this is best as a sub-Attribute, or as a three-axis differentiation into Low Pain Threshold, Normal and High Pain Threshold. Until further notice it remains as a sub-Attribute.
Will WillPower Points - the basis from which WP are derived. Can equal Will, be 3 higher, be 10 higher, or have Faith added in.

Will divides into 4 true sub-Attributes, so Cost Factor should be low'ish, and a bit lower for female Humans for Resist Pain, even though that's a stereotype rather than scientific fact. CF1.5 might be appropriate


Attribute Value Cost Factor
(for Humans)
Notes
Intelligence Parent Attribute 5 General intellectual potential
Intelligence Casual Intelligence - The character's inclination to think, to stop and wonder, when he's off-guard. Usually 2 lower than Intelligence itself
Intelligence Interpersonal Intelligence 1?* Potential for learning to understand other people's inner state and psychology
Intelligence Linguistic Intelligence 1?* Potential for learning and using languages, e.g. foreign languages, writing prose, composing poetry
Intelligence Logical Intelligence 1?* Potential for learning subject matter that requires logic
Intelligence Mnemonic Intellignce 1? Potential for learning material that is facts-intensive, e.g. History Skills
Intelligence Musical Intelligence 1? Potential for learning musical Skills, including Instruments, Singing and Musical Composition
Intelligence Mystical Intelligence 1? Potential for learning and understanding mystical matters, such as Spellcasting Skills
Intelligence Spatial Intelligence 1?* Potential for learning and understanding 2D and 3D spatial relations, useful for mechanics, tactics and strategy
Intelligence Thinking Speed 1? Thinking quickly, even in crisis situations

Intelligence divides into many sub-Attributes, so Cost Factor should be low'ish, probably 1, but raised slightly, perhaps to CF1.5, for some sub-Attributes depending on sex. CF1.5 might be appropriate for female Humans for Logical and Spatial Intelligence, and likewise CF1.5 for male Humans for Interpersonal and Linguistic Intelligence.

The Casual penalty, usually -2, must be recorded, since this is often applied to a sub-Attribute, e.g. when the GM tells a player to roll for Casual Interpersonal Intelligence.

Casual Intelligence, Casual Perception and Casual Charisma can all be increased via Genius Traits, and via Mental Training Style Stunts, and they can also be lowered (relative to the Parent Attribute) via Disadvantages.

Attribute Value Cost Factor
(for Humans)
Notes
Perception Base Perception 5 Parent Attribute
Perception Casual Perception - The Casual version
Perception Perception (Vision)  ? The Sense of Vision
Perception Perception (Hearing)  ? The Sense of Hearing
Perception Perception (Smell)  ? The Sense of Smell
Perception Perception (Taste)  ? The Sense of Taste
Perception Perception (Touch)  ? The Sense of Touch

Casual Perception is used when a character has no reason to be alart and on guard. The GM should err on the side of genrous caution when it comes to assuming that the character has good in-character reasons to pay attention to his surroundings.

Attribute Value Cost Factor
(for Humans)
Notes
Charisma Base Charisma 5 The Parent Attribute. Called Active Charisma when used to make First Impressions
Charisma Casual Charisma -

The use of non-Casual Charisma to make First Impressions on people can sometimes cause problems. A paranoid spouse or girl/boyfriend (or parent, or slave) may interpret the use of Active Charisma as an attempt to seduce. This mostly matters when a woman used Active Charisma on a man, or vice versa, but some NPCs may be paranoid about homosexual seduction, for a variety of reasons.

Also, use of Active Charisma on a member of a despised group (e.g. a slave, or a pagan or heretic) may be seen as pandering to this group, by others, who view it as an attempt to suck up to one's inferiors. A character who has an Animosity or some other relevant Flaw may also find it difficult or even impossible to use Active Charisma in some situations.

Primary Attributes that don't have sub-Attributes

Attribute Value Cost Factor
(for Humans)
Notes
Agility Agility
Psyche Psyche
Faith Faith

Secondary Attributes

Attribute Value Cost Factor
(for Humans)
Notes
Strength fictional Attribute - Strength doesn't really "exist" as a Parent Attribute
Strength Arm Strength SP Upper Body Strength (Arms, Shoulders, Chest, Abdomen)
Strength Leg Strength SP Lower Body Strength (Legs, Buttocks)
Face Control Face Control  ? Control of facial muscles, making it easier to make sure the facial expression is as desired and does not give any secrets away ("poker face")
Vocal Control Vocal Control  ? Control of the vocal apparatus, to manipulate tone of voice precisely, and imitate voices and sounds
Frame Frame  ? The character's general "bone size" within his gross Size category (Size is always 3 for Humans). Purchased in 0.5 increments
Height Height  ? The character's height relative to his Frame. Height 3 is proportional, Height 4 and 5 are more and more "stretched", Height 6 is freaky stretched and thin, while Height 2 and 1 are increasingly squat and broad
Hardiness Hardiness  ? The charater's resistance to physical injury. Human average is 3, maximum is 4.5, and is purchased in 0.5 increments.
Appearance Appearance  ? The visual quality of the character's face, eyes, skin, hair, according to non-cultural species-wide standards (with some cross-species potential, e.g. in many worlds Humans and Elves seem to share stndards, although Elves verae higher Appearance than Humans)

Derived stats

Attribute Value Cost Factor
(for Humans)
Notes
Personal tools