93gamesstudio ([info]93gamesstudio) wrote,
@ 2007-06-11 14:48:00
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Attributes Continued

It seems last week when I posted about Attributes I might have been amiss in giving proper context. I am going to correct that today by posting the rest of the physical attributes, next week will be all of the mental attributes and finally the combat attributes.

Coordination (CDN)

As its name suggests, Coordination measures a character's hand-eye coordination and kinesthetic sense.  It also represents his fine motor skills and his innate understanding of two- and three-dimensional movement.  A character with high Coordination is light-fingered and precise, while a character with low Coordination tends to drop things and inflicts a lot of  superficial damage on his car.

Coordination in Skill Checks: Most tasks relying on the character's capacity for precise physical action will apply his Coordination modifier.  This includes virtually all attacks in combat, as well as delicate repair work and vehicular operation.

Coordination Attribute Checks: Coordination checks are appropriate for actions that involve movement and physical activity not directly connected to any skill, such as catching and throwing objects.


Fitness (FIT)

Fitness measures the character's endurance and the strength of his immune system.  A character with high Fitness is energetic and in good health, while one with low Fitness tires and falls ill easily.  In play, Fitness determines a character's resistance to physical injury, carrying capacity, resistance to disease and radiation, healing rate, and sustained overland movement speed.

Fitness in Skill Checks: Fitness is an appropriate attribute to apply to any task that involves the sustained use of a physically demanding skill over an extended period of time.  Manual labor is a prime example, as is energy-intensive movement such as climbing or swimming.

Fitness Attribute Checks: Fitness rarely comes into play for direct use.  It's hard to take an action by being fit – this is more of a passive quality in most circumstances.  Pure physical endurance and resistance to infections are both examples of appropriate Fitness checks.


Muscle (MUS)

Muscle defines the aspects of a character's musculoskeletal system including physical strength, muscle tone, and flexibility.  In play, Muscle affects a character's resistance to physical injury, carrying capacity, throwing range, and combat movement speed.

Muscle in Skill Checks: Muscle comes into play for all actions that require overall short-term physical exertion.  Most full-body motion relies on Muscle, including personal movement in all dimensions and both armed and unarmed close combat.

Muscle Attribute Checks: A Muscle check is appropriate when the task at hand relies solely on peak strength or full-body motion unrelated to a skill.  Breaking open a padlock, wriggling through a narrow drainpipe, and lifting a car off an accident victim all call for Muscle checks.  In addition, avoidance of many sources of passive damage calls for Muscle checks.



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