Yet Another Universal Games System (YAUGS)


In-order to quantify a characters physical abilities, appearance, and control, and their mental aptitude, a set of percentile characteristic termed “attributes” are assigned to the character. There are 16 attributes, 5 physical - Strength, Dexterity, Agility, Reflexes, Stamina -, 4 mental - Intuition, Reason, Will Power, Learn -, 4 which are both - Personality, Leadership, Perception, Spatial Awareness-, 1 which is abstract - Spirit- and 2 derived- Education and Speed.

The latter two, Education and Speed, are dealt with in more detail later.

Each Attribute has two values, termed “Current” and “Potential”. As the names suggest these are the values of the attribute at the current time and the value that it is genetically possible to raise the attribute to.

Raising the current value of a attribute is accomplished by expending Character Points gained through ‘adventure’ (See sections x Experience and Character points and x Character Points).

When a attribute reaches a certain value or falls below a certain value then bonuses or penalties to performing actions or using skills result.

Other than providing a means of determining how a character ranks in relation to other characters, attributes also provide a means of gauging whether it is possible for a character to perform an action not covered by a skill - such as remembering the name of a particular NPC, building, or place previously encountered. This is called an “Attribute Check”; and a set of guidelines on attribute checks is given below.

Basic Attributes

Strength (STR)

This is a measure of the character's ability to lift or carry objects. It affects how much force a character can put into a blow in a hand to hand combat, how much ‘gear’ they can carry about, and their chance to perform actions based purely on muscle power.

Dexterity (DEX)

This is a measure of the characters manipulative ability with their hands/feet. It determines how well they can handle a weapon or how well they can perform intricate tasks such as lock picking or micro-surgery.

Agility (AGL)

This is a measure of a characters physical co-ordination. It determines whether a character can dodge a blow or leap a chasm.

Reflexes (REF)

This is a measure of the character's reflexes and is used to simply determine and how fast physically a character is able to react in a given situation.

Stamina (STA)

This is a measure of the characters health and body size, fitness and energy reserves, and determines both how much ‘damage’ a character can absorb before he collapses and dies; and the length of time a character can ‘keep going’ before they collapse due to exhaustion.It is also a measure of the character's resistance to ‘stunning’ and tranquilliser drugs

Reason (REA)

This is a measure of the characters ‘calculating’ ability; the ability to arrive at a conclusion on a step by step basis.

Intuition (INT)

This is a measure of the character's ability to arrive at conclusions given insufficient data to make a logical decision. It is effectively a measure of the characters imaginative power.

Will Power (WIL)

This is a measure of the characters mental resilience and their ability to apply ‘mind over matter’. It determines the character's resistance to physical pain and their determination to continue when ‘exhausted’.

Learn (LRN)

This is a measure of the character's capacity to take-in and remember information. Thus it is a measure of how quickly a character can acquire new or improve existing skills.

Spatial Awareness (SPA)

This is a measure of the character's ability to judge the distance and orientation of objects in relation to their own body. This attribute affects the character's ability to ‘target’ and shoot accurately, to fight effectively, drive vehicles, or any other task in which the character's relationship to his physical environment is crucial.

Personality (PERS)

This is a measure of the characters emotional makeup. It determines how other characters (PC’s and NPC’s) react to the character.

Leadership (LDR)

This is a measure of the character's ability to command other intelligent beings and how well those beings will then follow the character.

Perception (PERC)

This is a measure of how much attention a character pays to his surrounding environment. It determines whether the character notices the trip wire before he falls over it or the booby trap on the bomb he’s currently defusing. It is also a measure of how good the characters hearing ,or sense of smell or ‘FAZ’ (see Thranx in the WhiteSands setting) is.

Spirit (SPT)

Spirit is an abstract measure of a characters soul or strength of character. In systems that use either Metaphysics or Magic it determines a characters Chi or Mana.

Derived Attributes

A Derived Attribute is one which is obtained by averaging one or more of the Basic Attributes. The purpose of derived attributes is mainly to simplify and speed up play by avoiding having to constantly recalculate averages.
Derived Attributes are calculated at the beginning of the game from the Basic Attributes. There after derived attributes can only be improved using the same method as basic attributes; improving the basic attribute DOES NOT improve the derived attribute.

Education (EDU)

Education  is only used during character generation and determines the variable proportion of a characters starting skill points. It also determines their ability to enroll in further education, the specifics of which are dealt with on a setting by setting basis.

Education is is determined by averaging Reason, Intuition, and Learn  as follows

                    EDU= (REA + INT + LRN + LRN) / 4

A characters base Skill Points are calculated by muliplying EDU(sk) by 20.

Speed (SPD)

Speed is a measure of the characters movement rate. This is the characters base movement rate when walking at normal pace. When moving with stealth the actual rate may be 1/10th of this whilst when running flat out it may be 5 times this.

Speed is is determined by averaging Dexterity, Strength, Agility, and Reflexes  as follows
                   SPD = ( DEX  + STR  + STR + AGL  + AGL + REF ) / 6

Current And Potential Attributes

As previously stated each of the above stats has two values, its' current value and its' potential value. The current value of a stat is effectively a temporary value because it can rise (due to stat improvement and other factors) or fall (due to injury, disease, old age, etc..).

Because an attributes’ potential is genetically fixed it is difficult to alter, but can change due to critical injury or by the use of cybernetic parts, in technologically advanced settings.

Of course the current value of an attribute may not normally exceed its potential value, but the use of certain drugs (legal or otherwise) or certain meta-physical manipulations, can cause this to happen for short periods of time. However, the use of these drugs may result in a general degradation of attributes other than those enhanced.

Generating Attributes

Both the current and potential value of an attribute are generated, for normal ranges, by rolling percentile dice against the requisite table below. The normal range for attributes is 01 to 124. Beyond this value it is up to the GM and the setting to determine if values exist and under what circumstances these values occur. Typically in any setting that does not involve Super Powers or high tech robotics the maximum allowed value should be 150.

Where robots and superpowers are allowed the upper limit should be raised to 350, although anything beyond 250 would be very unusual. In a system where supernatural creatures exist then anything beyond 250 should be considered supernatural. The absolute maximum value allowed by the system is 499. Great care should be taken when assigning values beyond 120 because of the parabloic nature of the attribute skill curve. An attribute of 125 has a skill value, or true value, of 154 but an attribute of 350 has a skill value of 577! See Attribute Checks and Skill Values below.

  Die Roll Attribute Value   Die Roll Attribute Value  
  01-07 30   48-60 55  
  08-14 35   61-85 60  
  15-25 40   86-90 65  
  26-36 45   91-95 70  
  37-47 50   96-00 75  

Table 3.1.1(Initial Attribute Values)

  Die Roll Attribute Value   Die Roll Attribute Value  
  01-03 30   63-71 75  
  04-06 35   70-74 80  
  07-12 40   75-79 85  
  13-18 45   80-83 90  
  19-25 50   84-87 95  
  26-33 55   88-91 100  
  34-42 60   92-94 105  
  43-52 65   95-97 110  
  53-62 70   98-00 115  

Table 3.1.2 (Potential Attribute Values)

Attribute Checks & Attribute Skill

When a check against an attribute is required in most circumstances the check is made against the attribute skill.

The attribute skill transforms an attribute value in a similar manner to the skill profile except that the higher the attribute the higher the bonus. This reflects the fact that ability is not linear. The attribute skill value, written as Attr(sk), is calculated as follows
   Divide the attribute by 5 rounding up to the next whole number.
   skill value = (res%7) * 5 +
                     ((((res-7)>0, (res-7),0) % 10) * 6 +                   
                     ((((res-16)>0, (res-16),0) % 8) * 7 +
                     ((((res24)>0, (res-24),0) % 5) * 8 +
                     ((((res-30)>0, (res-30),0) % 20) * 9 +
                     ((((res-49)>0, (res-49),0) % 20) * 10 +
                     ((((res-69>0, (res-69),0) % 20) * 11 +
                     ((((res-89)>0, (res-89),0) % 15) * 12 +   
                     ((((res-94)>0, (res-94),0) % 6) * 13

The skill values for attributes in the range 01 to 399 are given in the table below.
  Value Skill   Value Skill   Value Skill   Value Skill  
  01-04 1   100-104 118   200-204 285   300-304 476  
  05-09 5   105-109 125   205-209 294   305-309 486  
  10-14 10   110-114 132   210-214 303   310-314 496  
  15-19 15   115-119 139   215-219 312   315-319 506  
  20-24 20   120-124 146   220-224 321   320-324 516  
  25-29 25   125-129 154   225-229 330   325-329 526  
  30-34 30   130-134 162   230-234 339   330-334 536  
  35-39 36   135-139 170   235-239 348   335-339 546  
  40-44 42   140-144 178   240-244 357   340-344 556  
  45-49 48   145-149 186   245-249 366   345-349 566  
  50-54 54   150-154 195   250-254 376   350-354 577  
  55-59 60   155-159 204   255-259 386   355-359 588  
  60-64 66   160-164 213   260-264 396   360-364 599  
  65-69 72   165-169 222   265-269 406   365-369 610  
  70-74 78   170-174 231   270-274 416   370-374 621  
  75-79 84   175-179 240   275-279 426   375-379 632  
  80-84 90   180-184 249   280-284 436   380-384 643  
  85-89 97   185-189 258   285-289 446   385-389 654  
  90-94 104   190-194 267   290-294 456   390-394 665  
  95-99 111   195-199 276   295-299 466   395-399 676  

    Yet Another Universal Games System (YAUGS)    

Improving Attributes

Site Created and Maintained by Kevin CowleyAzer Games 2008
Page Created 10/01/2008 Last Updated 01/08/2008