Dec 6, 2020 7:42 pm
Okay, so if you've read the intro, then you've chosen a species and profession. Now comes the fun part.
Each character in Alternity has six stats; Strength, Dexterity, Constitution, Intelligence, Will, and Personality. For humans, these range from 4 to 14, but for other species, they may differ. For example, a Sasquatch has a Strength score from 9 to 16 and a Constitution score from 8 to 16, but Dexterity, Will, and Personality are all 4-12, and Intelligence caps out at 13. You have a total of 60 points to divide among your six stats.
Strength measures a hero's physical power. It adds to damage with melee weapons, helps resist melee or unarmed attacks, combines with Dexterity to determine movement rate, and has a direct bearing on how far a hero can throw objects.
Dexterity indicates physical agility, coordination, and reflexes. Dexterity and Intelligence give you a hero's action check score (which determines when you act in a round), combines with Strength to determine your movement rate, and helps resist heavy weapons or ranged weapon attacks.
Constitution is an indication of physical fitness and general health. Along with Will, it determines how many actions you can take in a round. It also indicates your hero's durability (how much damage he or she can withstand) and helps resist harmful effects like poison and radiation.
Intelligence is an indicator of mental quickness and learning ability. It directly determines how many skills you get and how many points you receive to put into skills. Along with Dexterity, it determines your action check, and it aids in resisting deception attempts.
Will, as you've probably guessed, measures mental fortitude and intuitive capacity. Will, along with Constitution, determines the number of actions you can perform in a round. It also aids in resisting mental attacks and Personality-based skills.
Personality is a means of determining social abilities and charisma. This tell us how many last resort points a hero begins play with, and how many he or she can have at any time thereafter (last resort points allow you to try to avoid a bad event or make it more likely to result in a good occurrence). Personality is also used to befriend other characters.
By species, each has the following minimum and maximum traits:
Human: 4-14 across the board
Android: STR is 8-14, DEX is 4-14, CON is 6-14, INT is 7-15, WIL is 6-12, and PER is 4-12
Dabber: STR is 4-11, DEX is 8-15, CON is 4-12, INT is 4-15, WIL is 6-14, and PER is 4-12
Mutant: 4-14 across the board
Sasquatch: STR is 9-16, DEX is 4-12, CON is 8-16, INT 4-13, WIL is 4-12, and PER is 4-12
Sleeth: STR is 4-14, DEX is 4-12, CON is 5-14, INT 5-15, WIL 6-16, and PER is 7-16
Gren: 4-14 across the board
Animals and plants are so varied that it is a massive time constraint to list all the ability score limitations. If you are considering playing a mutant plant or an animal, consult the GM for guidance.
Each character in Alternity has six stats; Strength, Dexterity, Constitution, Intelligence, Will, and Personality. For humans, these range from 4 to 14, but for other species, they may differ. For example, a Sasquatch has a Strength score from 9 to 16 and a Constitution score from 8 to 16, but Dexterity, Will, and Personality are all 4-12, and Intelligence caps out at 13. You have a total of 60 points to divide among your six stats.
Strength measures a hero's physical power. It adds to damage with melee weapons, helps resist melee or unarmed attacks, combines with Dexterity to determine movement rate, and has a direct bearing on how far a hero can throw objects.
Dexterity indicates physical agility, coordination, and reflexes. Dexterity and Intelligence give you a hero's action check score (which determines when you act in a round), combines with Strength to determine your movement rate, and helps resist heavy weapons or ranged weapon attacks.
Constitution is an indication of physical fitness and general health. Along with Will, it determines how many actions you can take in a round. It also indicates your hero's durability (how much damage he or she can withstand) and helps resist harmful effects like poison and radiation.
Intelligence is an indicator of mental quickness and learning ability. It directly determines how many skills you get and how many points you receive to put into skills. Along with Dexterity, it determines your action check, and it aids in resisting deception attempts.
Will, as you've probably guessed, measures mental fortitude and intuitive capacity. Will, along with Constitution, determines the number of actions you can perform in a round. It also aids in resisting mental attacks and Personality-based skills.
Personality is a means of determining social abilities and charisma. This tell us how many last resort points a hero begins play with, and how many he or she can have at any time thereafter (last resort points allow you to try to avoid a bad event or make it more likely to result in a good occurrence). Personality is also used to befriend other characters.
By species, each has the following minimum and maximum traits:
Human: 4-14 across the board
Android: STR is 8-14, DEX is 4-14, CON is 6-14, INT is 7-15, WIL is 6-12, and PER is 4-12
Dabber: STR is 4-11, DEX is 8-15, CON is 4-12, INT is 4-15, WIL is 6-14, and PER is 4-12
Mutant: 4-14 across the board
Sasquatch: STR is 9-16, DEX is 4-12, CON is 8-16, INT 4-13, WIL is 4-12, and PER is 4-12
Sleeth: STR is 4-14, DEX is 4-12, CON is 5-14, INT 5-15, WIL 6-16, and PER is 7-16
Gren: 4-14 across the board
Animals and plants are so varied that it is a massive time constraint to list all the ability score limitations. If you are considering playing a mutant plant or an animal, consult the GM for guidance.