phantomdoodler
Mongoose
This is an option to bring a little more variety to characters. Each character is defined by 4 attributes, each rated from 0 to 9. Each player should pick 4 random numbers, and assign them to each Attribute as they wish. Gms who prefer to give players even more choice, may give each player 18 points to spend on their attributes.
Strength: physical toughness, stamina and brawn
Agility: reflexes, hand-eye coordination and dexterity
Intellect: mental acuity, perception and academic knowledge
Presence: charisma, leadership and mental strength
When determing Combat Skill, Endurance and Willpower, rather than add a random number, the player adds an appropriate attribute:
COMBAT SKILL: Add Agility
ENDURANCE: Add Strength
WILLPOWER: Add Presence
When determining your starting funds, add your Intellect, rather than add a random number. After all, a fool and his money are soon parted...
Tests
When making a test, the Gm should first determine what attribute is used. The Gm must set a difficulty, generally from 5 to 15, with 10 representing an average test. The player adds the appropriate attribute, plus any bonuses from Disciplines that apply.
For example, Bright Fox, a rank 5 Kai Lord, is about to engage in a gambling contest, finding himself down on his luck. The Gm determines that his opponents are very competent gamblers, so the difficulty for this test is rated at 12, and it will be based on Intellect. Bright Fox has an Intellect of just 4, but he does have the Sixth Sense Discipline,which allows him to add 2 to the result. Bright Fox`s player crosses his finger and rolls, hoping to roll 6 or more...
Note: npcs do not need attributes - their CS and EP will have already have taken this into account.
Strength: physical toughness, stamina and brawn
Agility: reflexes, hand-eye coordination and dexterity
Intellect: mental acuity, perception and academic knowledge
Presence: charisma, leadership and mental strength
When determing Combat Skill, Endurance and Willpower, rather than add a random number, the player adds an appropriate attribute:
COMBAT SKILL: Add Agility
ENDURANCE: Add Strength
WILLPOWER: Add Presence
When determining your starting funds, add your Intellect, rather than add a random number. After all, a fool and his money are soon parted...
Tests
When making a test, the Gm should first determine what attribute is used. The Gm must set a difficulty, generally from 5 to 15, with 10 representing an average test. The player adds the appropriate attribute, plus any bonuses from Disciplines that apply.
For example, Bright Fox, a rank 5 Kai Lord, is about to engage in a gambling contest, finding himself down on his luck. The Gm determines that his opponents are very competent gamblers, so the difficulty for this test is rated at 12, and it will be based on Intellect. Bright Fox has an Intellect of just 4, but he does have the Sixth Sense Discipline,which allows him to add 2 to the result. Bright Fox`s player crosses his finger and rolls, hoping to roll 6 or more...
Note: npcs do not need attributes - their CS and EP will have already have taken this into account.