Shadowlands
Attributes and Attribute Skills
The Amber DRPG has only 4 stats Psyche, Strength, Endurance, and Warfare. It has long been recognised that these are too broad and various attempts have been made to define combined skills. I'm going one step further. Each broad category is made up of several sub-categories, including one called general which is the one that the auction determines your ranking for. Just because you're ranked first in general warfare doesn't mean you're first in strategy & tactics, unarmed combat, armed combat, or one of the other sub-categories.
In a specific category your ranking is determined purely on the number of points you've obtained in it. Thus Joe (First in Warfare) who has 14 points in Warfare:tactics will always lose to Bill (5th in Warfare) who has 21 points it Warfare:tactics in a tactical battle. Note: If the points values are nearly equal in value other factors then come into play, since time then becomes a factor. Depending upon the sub-attribute and circumstances you may need 1.5, 2, 3, or 4 times the points of your opponent to guarentee a quick victory. For example in psychic combat mental endurance becomes a significant factor if your psyche:will power is less than twice that of your opponent.
The number of points in any sub-category is determined as follows. Divide the number of points allocated to the attribute by 2 (rounding down). Allocate this amount to the general sub-category. Now allocate a total number of points equal to that allocated to the attribute amongst all the sub-categories except general. If you're a ranked character, consult the table below and add the requisite number of points to the general sub-category and apportion the requisite number of points amongst the sub-categories except general. No single sub attribute may exceed the General Value for the Attribute as defined in the table below
Ranking | General | Apportionment |
unranked | None | Attribute/10 |
ranked | Attribute/2 | Attribute/4 |
7th | Attribute/4 | Attribute/2 |
6th | 5*Attribute/8 | 3*Attribute/4 |
5th | 3*Attribute/4 | Attribute |
4th | 7*Attribute/8 | 5*Attribute/4 |
3rd | Attribute | 3*Attribute/2 |
2nd | 9*Attribute/8 | 7*Attribute/4 |
1st | 5*Attribute/4 | 2*Attribute |
No sub-category total may exceed the value of the general sub-category.
Psyche
General
A catch all category for situations where nothing fits the sub-categories below
Will Power
This is the mental force and resilience possessed by the character.
Logic
This is the ability of the character to logically work through problems to arrive at a solution. The character must have all of the information necessary to solve the problem otherwise a logic based solution is not possible.
Intuition
This is the ability of the character to work through a problem with insufficient information and derive the correct answer by guesswork.
Memory
This is the ability of a character to remember information and then recall it when required.
Perception
This is the ability to notice what is happening about a character.
Spatial Awareness
This is the ability to correctly determine distance and the spatial relationship of objects, such as the ability to determine that the gap 100m away is sufficiently wide to drive your car through at 70kmh.
Danger Sense
This is the ability to recognise that you’re about to walk into a trap or that something untoward is about to happen.
Empathy
This is the ability to read emotions, determine stress or anxiety, and assess the emotional state of a subject. It can be used as a method of detecting lies.
Strength
General
A catch all category for situations where nothing fits the sub-categories below
Bench Press
This is the raw ability to lift mass off the ground whilst stationary (standing, kneeling, or lying).
Lift
This is the ability to lift and and carry mass. For examples a character may be able to bench press 200kg but not move with it. A character that can lift 200 kg can move at least 10m with it, whilst the same character could carry 50kg several hundred meters.
Tortional
This is the ability to twist or bend objects held in the hands or to pull them apart.
Impact
This is the ability to transmit force to another object. Just because you can lift 200kg doesn't mean you can transmit the same force to another object because the muscle requirements are different.
Agility
This is the raw fluidity of movement. A person with a high agility is graceful and conservative in movement, whilct on with low agility is clunky. A high agility coupled with high intuition gives the person fast reflexes.
Endurance
General
A catch all category for situations where nothing fits the sub-categories below
Mental
This is the ability to maintain mental effort. A character with a high will power but a low mental endurance can't concentrate or mentally resist another for very long.
Physical
This is the ability to physically keep going for long periods of time. A character with a high physical endurance but low will power could run for miles but would have great difficulty staying awake for several days.
Healing
This is a measure of the healing ability of the character. All Amberites have exceptional healing abilities but this determines exactly how exceptional they are.
Constitution
This is a measure of how resistant the character is to disease, illness, and poison. A character with a low constitution but high healing would always be getting ill even if they then recovered quickly.
Warfare
General
A catch all category for situations where nothing fits the sub-categories below
Strategy/Tactics
This is the ability to conduct a battle or series of battles making best use of all available assets, terrain, and conducting campaigns to maximise the chance of coming out on top. This may include deliberately losing a given battle or situation to strengthen the long term objectives. Unless the character as received formal training then the maximum number of points in this sub category is determined by their ranking.
Unarmed
This is the ability to fight without weapons. Unless the character has received Martial arts training then the maximum number of points in this sub category is determined by their ranking.
Armed
This is the ability to fight with a hand held weapon such as a club, staff, axe, knife, sword, spear, flail etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking.
Swordplay
This is a special sub category of armed and is used when using a sword which all Elder Amberites are trained to use. The character must have had training in sword combat to put points into this category. Suitable mundane skills include Fencing,
Propelled
This is the ability to fight with a hand propelled and thrown weapons such as a bow, crossbow, club, axe, knife, sword, spear, bolas, boomerang etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking.
Firearms
This is the ability to maintain and fight with explosive propelled weapons such as muskets, rifles, revolvers etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking. The Character must have come from a world where such weapons existed to have any points in this sub-category.
Artillery
This is the ability to maintain and fight with explosive propelled indirect fire weapons such as canon, mortars, rockets etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking. The Character must have come from a world where such weapons existed to have any points in this sub-category.
Guided
This is the ability to maintain and fight with explosive propelled indirect or direct fire guided weapons such as guided missiles, laser guided bombs, wire guided missiles or torpedoes, etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking. The Character must have come from a world where such weapons existed to have any points in this sub-category.
Armour
This is the ability to operate weapons such as tanks, APCs, self-propelled launchers, and in high tech societies ground based power armour and robots, etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking. The Character must have come from a world where such weapons existed to have any points in this sub-category.
Fighter
This is the ability to operate weapons such as combat aircraft, and in high tech societies orbital fighters, flying armour and robots, etc. Unless the character as received formal weapons training then the maximum number of points in this sub category is determined by their ranking. The Character must have come from a world where such weapons existed to have any points in this sub-category.
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