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Attributes (using The biggest difference in the campaign is the holistic stat system, as
inspired by Doyce Testerman's system.
As he observed, the four stats in the Phage Press rules are stretched way too
far, and Warfare and Psyche manage to outweigh Endurance and Strength. No
more! No stat exists in a vacuum. Every activity
has one major stat that influences the outcome, and one stat that influences
it to a lesser degree. We cover 8 basic activities - if an activity is not
listed below then it is not rated by stats. So, yes, dancing is not rated
according to any stat - how good you are is determined by your character's
background, the role-playing and ultimately the story. The 8 areas holistic
stats below represent only the most contended areas in a typical |
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Holistic Stat |
Formula |
Description |
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Power |
(P+P+E)/3 |
Your ability to use and channel raw power.
Useful for most destructive forms of sorcery and powers, for forcing Pattern
to erase a black road, for forcing or breaking a Trump contact, unleashing
Primal Chaos, channeling destructive energies away from you, etc. |
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Finesse |
(P+P+W)/3 |
Your ability to use power in a subtle
fashion as well as overall sensitivity to your environment. Useful for manipulating
shadow probability, sending out Logrus tendrils,
sensing personal dangers, reading emotions, etc. |
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Brawn |
(S+S+E)/3 |
Your overall muscle and ability to move
things around outside of combat. How much you can lift, pull, push, or carry.
A typical Amberite (0 points) can lift 8 times what
a typical healthy human can lift (100kg), or about 800kg. |
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Fisticuffs |
(S+S+W)/3 |
Your overall ability to create unarmed
mayhem. A typical Amberite (0pts) is typically able
to take on 8 trained combatants (Human Rank) as equals. |
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Willpower |
(E+E+P)/3 |
Your overall ability to resist temptation,
deprivation and discomfort. Useful for resisting sorcery that affects the
mind, invasive trump calls, pushing yourself beyond bodily limits, etc. |
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Fortitude |
(E+E+S)/3 |
Your overall ability to resist physical
damage, fatigue, sleep,, illness and poison. A
typical Amberite (0pts) is immune to most diseases,
can sweat-off common toxins, heal a simple broken leg in four weeks, a nasty
sword cut in the arm in 8 days, or a lost finger in 2 years. Corwin (~100+
Fortitude) can survive even virulent diseases at points of physical
vulnerability, ignore most poisons (fugo makes him
ill), heal a simple broken leg in a week, a nasty sword cut in the arm in 2
days or a lost finger in six months. |
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Swordplay |
(W+W+S)/3 |
Your overall ability to create armed
mayhem (despite the term 'swordplay'). A typical Amberite
(0pts) is typically able to take on 8 trained combatants (Human Rank) as
equals. Bleys at ~100 Swordplay can handle about 16
such foes. Ranged combat is captured under Swordplay,
but don't expect the GMs to make it easy to knock off fellow players from a
distance – it has poor story value most of the time. |
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Strategy |
(W+W+P)/3 |
Your overall ability to understand, plan
for and execute tactical and strategic decisions, as well as organize a
military, play chess, etc. It does not cover stuff
like lockpicking, detecting personal danger or your
ability to drive a car. A typical Amberite (0 pts)
has the capabilities of great shadow strategists such as |
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Where
P = Psyche, S = Strength, E = Endurance and W =
Warfare You cannot buy down to Human or Chaos
ranks – these are reserved for NPCs. All of your
four basic stats begin at 0 points, which is default Human Rank – the level of ability of most shadow dwellers. Chaos Rank – the level of ability of most chaos demons (but
not the Lords of Chaos), hence the name. Roughly four times as strong, combat
capable, tough, psychic sensitive, etc. as Human Rank. Many paragons of human
virtue fall in this range. This is the maximum Rank a human may have in
Brawn, Fortitude, Fisticuffs, and Swordplay. Ranked – generally runs from 1 to 100 points, though it
is open-ended. Most of the signature Elders ( Each 25 points for stat means an
additional 50% increase in performance over |
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