| 93gamesstudio ( @ 2007-06-18 09:43:00 |
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Mental Attributes
Here are the 4 mental attributes.
Cognition (COG)
Cognition describes the character's capacity for logical reasoning, abstract thought, and creativity. A character's Cognition roughly relates to his I.Q., though this is not always a direct equivalence, particularly in a case where the character's natural thought processes strongly match or differ from those which are most advantageous in standardized testing. Typically, though, a character's Cognition value directly translates to what most people consider his level of intelligence.
Cognition in Skill Checks: Any task that requires intensive analysis or creative inspiration is an appropriate one to which to apply Cognition. This includes intellectual tasks like computer hacking, mechanical malfunction diagnosis, and extemporaneous poetry composition.
Cognition Attribute Checks: Cognition represents creativity and analytical capability. Accordingly, any attempt to figure something out without benefit of any special training is a good candidate for a Cognition check.
Education (EDU)
Education measures the extent of the character's learning as defined by modern education standards of the early 21st century. A character's Education value indirectly relates to a specific amount of completed study – a character can be assumed to benefit from a number of years of formal schooling equal to twice his Education.
Education in Skill Checks: Education affects any skill check that requires the character to remember factual information or to put learned theory into practice. Most intensive medical and technical tasks fall under this classification, as do large-scale administrative efforts.
Education Attribute Checks: An Education attribute check is called for when a character attempts pure theoretical or laboratory work. Designing a skyscraper, drafting a constitution, and researching historical events are all tasks appropriate for Education checks. In addition, any recall of general knowledge that doesn't fall under the domain of a skill is a function of an Education check.
Personality (PER)
Personality encompasses a character's capacity for social interaction and empathy. A character with high Personality is magnetic, charismatic, and conscious of the feelings of others, whereas one with low Personality is uninteresting, rude, or terse. Personality is a two-way street, measuring not only the character's ability to affect others but also his sensitivity to subtle social cues.
Personality in Skill Checks: As the attribute that governs a character's socialization, most attempts at interpersonal relations rely on Personality.
Personality Attribute Checks: The social skills (see p. XX) encompass most human interactions. Personality itself comes into play when the character is simply "being himself" and socializing without a specific agenda. It also serves as the social counterpart to Awareness, and is used when a character may be able to pick up cues from another individual's demeanor, turns of phrase, or unconscious behavior. This same function of interpersonal dynamics makes Personality the attribute that opposes all social attempts at deception.
Resolve (RES)
Resolve defines a character's psychological stability and mental endurance. A character with high Resolve is driven, focused, and self-confident, but one with low Resolve is unmotivated and easily swayed or distracted. In play, Resolve determines a character's resistance to psychological trauma and ability to cling to life when critically injured.
Resolve in Skill Checks: Resolve applies to actions that require protracted attention in the face of sheer boredom. It's also relevant to social interaction that involves displays of dedication or aggression, such as intimidation or persuasive speaking.
Resolve Attribute Checks: Resolve is used when the character's willpower is the dominant determining factor in a situation. This includes resistance to social interaction designed to change the character's behavior, as well as recovery from major injuries.