The system is based on three groups of character statistics: Attributes(physical and mental stats), Skills, and Abilities/Qualities. The attributes are Strength(a measure of the character's physical strength), Dexterity(a measure of the character's physical reflexes, speed, and yes, dexterity), Constitution(a measure of the character's physical toughness and hardiness), Intelligence(a measure of the character's mental prowess), Perception(a measure of the character's mental quickness and fortitude, as well as understanding), and Charisma(a measure of the character's social...ness).
Skills are quite varied, and any can be made to fit into a campaign or session as needed. I've grouped weapon skills into categories(Unarmed, Melee, Exotic Weapon(specified), Pistols, Automatics, Shotguns, Longarms, Heavy Weapons, and Gunnery). Some technical skills include Computers, Hacking, Sabotage, Electronics, Repair, Demolitions, Lockpicking, Forgery, Craft(subcategory), and many others. There are many other skills, such as Medicine, First Aid, Stealth, Running, Gymnastics, Sleight of Hand, Knowledge(subcategory), Dodge, Swim, Climb, Bluff, Persuade, Barter, Intimidate, Gather Information, Seduce, Interrogate, Pilot, Notice, Search, Navigate, Escape Artist, Shadow, and anything else you can think of. Another skill is known as Nanite Usage, a skill related to one of the special abilities/powers a character can wield. I will explain it more at another time.
Abilites and Qualities are exactly that, special things the character can do or just special things about them. Some examples are Ambidexterity, Dead Eye, Quick Aim, Keen Eye, Quick Draw, Reflex Attack, Double Tap, Brawler, Toughness, Will To Live, Improved Initiative, Packmule, Nerves of Steel, Nanite Carrier, Light Foot, Critical Eye, and quite a few more.
Derived stats are Health Points, Initiative, Carrying Capacity, Speed, and Saving Throws(Reflex, Will, Fortitude)
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