Post by Galadare on Dec 4, 2005 22:20:31 GMT -5
Note: The colors in these two posts correspond to the colors on the character sheet in it's .rtf form.
Attributes[/u]
Attributes define a character's strengths and weaknesses at the most primitive level. Attributes are primarily innate, but can be improved through effort and training. Attributes (with the exception of BLD) are given a rating from -3 to +3 for humans with zero being average and higher being better.
The ten attributes are described below.
• Agility [AGI] represents the characters reflexes and coordination.
• Appearance [APP] is a rating of the character's physical attractiveness.
• Build [BLD] is a representation of a character's body mass, regardless of how it was gained. Build is the exception to the rule in that it (theoretically) doesn't cap.
• Creativity [CRE] represents both a character's ability to think outside of the box, as well as his or her ability to be inventive under stress.
• Fitness [FIT] is the character's overall physical condition.
• Influence [INF] represents the character's ability to convince others to see things his or her way.
• Knowledge [KNO] is a combination of the characters ability to learn and his or her education.
• Perception [PER] represents the character's attention to detail.
• Psyche [PSY] is the character's luck, as well as his or her mental stability.
• Willpower [WIL] is a measure of the character's self-discipline and hardheadedness.
Purchasing Attributes
At creation time, a character's attributes are purchased from his pool of Character Points. For this campaign, each character has 50 character points to spend. The price of an attribute is equal to the rating plus one, then squared. Negative attribute scores yield bonus CPs. Unspent CP become Skill Points in the next phase.
Example: Suppose I want to build a pilot and I decide that I want to have a truly exceptional AGI of +3, this will cost me 16 CP (3 plus 1 is 4, and the square of 4 is 16) leaving me with 34 to spend. Now suppose I only spent 1 on APP (for a score of 0) and I decide I need to make up for my excess in AGI. I come to BLD and decide to be a midget and take a -4 build - this will net me 9 more CP (-4 plus 1 is -3 and the square of -3 is 9).
Attribute Tests
A character may find himself in a position where he needs to take an attribute test (because a skill just won't do) this is done by rolling two dice (all dice in Silhouette are d6s by the way) and taking the highest result, then modifying it by the appropriate attribute.
Example: The heroes are in a room and the bad-guys are trying to get them. Suppose they find out (too late) that the door hasn't got a lock, so Bruno pushes against the door to keep the bad-guys out until a more permanent solution is found. The GM calls for Bruno to make a Build test opposed by the bad-guys' Strength test (we'll get to STR a little later, but it works the same). Bruno rolls two dice and gets a 6 and a 3, so he scores 6, plus his BLD of +3 (he's a really big guy) for a 9. The GM rules that there are enough bad-guys pushing against the door for a +2 bonus (although individually their STR is +0). They roll 2 dice and get a 2 and a 3, for a total of 5, so Bruno clearly wins.
Attributes[/u]
Attributes define a character's strengths and weaknesses at the most primitive level. Attributes are primarily innate, but can be improved through effort and training. Attributes (with the exception of BLD) are given a rating from -3 to +3 for humans with zero being average and higher being better.
The ten attributes are described below.
• Agility [AGI] represents the characters reflexes and coordination.
• Appearance [APP] is a rating of the character's physical attractiveness.
• Build [BLD] is a representation of a character's body mass, regardless of how it was gained. Build is the exception to the rule in that it (theoretically) doesn't cap.
• Creativity [CRE] represents both a character's ability to think outside of the box, as well as his or her ability to be inventive under stress.
• Fitness [FIT] is the character's overall physical condition.
• Influence [INF] represents the character's ability to convince others to see things his or her way.
• Knowledge [KNO] is a combination of the characters ability to learn and his or her education.
• Perception [PER] represents the character's attention to detail.
• Psyche [PSY] is the character's luck, as well as his or her mental stability.
• Willpower [WIL] is a measure of the character's self-discipline and hardheadedness.
Purchasing Attributes
At creation time, a character's attributes are purchased from his pool of Character Points. For this campaign, each character has 50 character points to spend. The price of an attribute is equal to the rating plus one, then squared. Negative attribute scores yield bonus CPs. Unspent CP become Skill Points in the next phase.
Example: Suppose I want to build a pilot and I decide that I want to have a truly exceptional AGI of +3, this will cost me 16 CP (3 plus 1 is 4, and the square of 4 is 16) leaving me with 34 to spend. Now suppose I only spent 1 on APP (for a score of 0) and I decide I need to make up for my excess in AGI. I come to BLD and decide to be a midget and take a -4 build - this will net me 9 more CP (-4 plus 1 is -3 and the square of -3 is 9).
Attribute Tests
A character may find himself in a position where he needs to take an attribute test (because a skill just won't do) this is done by rolling two dice (all dice in Silhouette are d6s by the way) and taking the highest result, then modifying it by the appropriate attribute.
Example: The heroes are in a room and the bad-guys are trying to get them. Suppose they find out (too late) that the door hasn't got a lock, so Bruno pushes against the door to keep the bad-guys out until a more permanent solution is found. The GM calls for Bruno to make a Build test opposed by the bad-guys' Strength test (we'll get to STR a little later, but it works the same). Bruno rolls two dice and gets a 6 and a 3, so he scores 6, plus his BLD of +3 (he's a really big guy) for a 9. The GM rules that there are enough bad-guys pushing against the door for a +2 bonus (although individually their STR is +0). They roll 2 dice and get a 2 and a 3, for a total of 5, so Bruno clearly wins.