Continuum II – Attribute Bonuses and Derived Attributes

 

 

 

 

I’ve given up on trying to convert this chart to current standards; it’s too much trouble to try and create something that will fit this blog smoothly – so here’s an image of the original to refer to if you want to click on it.

Lifting Capacity is fairly straightforward. As a rule, a character can haul around up to 20% of his (or her) basic lifting capacity without a problem. Each additional 20% or part thereof gets more tiring – and penalizes a wide variety of other rolls. Going beyond a characters lifting capacity is quite possible, but generally can only be sustained for very brief periods.

Tou (Toughness) is a characters base toughness – the amount of injury from any source that he or she can simply ignore automatically. Note that this stacks with enhancements from martial arts, skills, and other effects. Toughness goes with high strength scores simply because – without it – a character exerting massive strength would severely injure themselves.

AR Bonuses modify a character’s base attack rating. Strength bonuses modify hand-to-hand combat, Dexterity bonuses modify the use of advanced projectile weaponry (The Personal Storage, Propellant, and Energy categories), while their average (rounded up) is used for Leverage- Assisted and Thrown weapons.

DB (Damage Bonus) enhances a character’s ability to inflict damage in hand-to-hand combat and, to a lesser (Halved, rounded up) extent with primitive (Leverage- Assisted and Thrown) projectile weapons. It has no effect on weapons in other categories.

DR (Defense Rating) is simply a character’s basic ability to avoid being hit. It is generally wise not to rely on this too much, even if yours is quite high; combat-focused characters very often have high attack ratings.

In (Initiative) modifies the basic (1D10+1) initiative roll, and helps determine the “count” of the combat round when a character begins acting. No one can act before “1″, and anything over “10″ rolls over into the next round. Given that spells normally require at least one count per level to cast, and are fairly readily disrupted, spellcasters usually need a lot of protection to cast any major spells in a fight.

Max (Maximum) indicates the character’s upper limit on skill point investment in the development of particular abilities. To be more specific; Dexterity limits a characters development of the martial arts, Wisdom limits the improvement of the characters psychic abilities, and Intellect limits the development of most other skills.

PS (Psychic Strength) is simply a characters base reserve of psychic energy – the “fuel” for psychic abilities. While most characters have relatively little use for it, anyone can learn to use a few specifically Psychic Cantrips or psychic versions of common cantrips. Characters may, if they are available,  get minor focusing devices to allow the use of a limited selection of such abilities.

Bind indicates the number of other spirits that the character can anchor with his own aura. While this is most obviously relevant to shamans, spiritualists, and necromancers, a more subtle version of the same effect is used to acquire more ordinary devotees and henchmen – the people whom you can really count on due to their deep bond with you.

Mob indicates the extent of a character’s influence over those who aren’t in direct contact with him – his ability to produce a lasting impression on things like the morale of an army, the loyalty of the city guards, or the dedication of cultists. The “Mob” modifier acts as a penalty on other people’s rolls if (or when) they attempt to interfere.

Skills indicates the basic number of General Skills a character receives. Unlike many of the other values, this is, however, often modified by childhood circumstances:

  • Childhood Environment Modifiers: Highly intensive and/or “ultramodern” education: +1. Physically limited childhood; spent underground, aboard a small space colony, or some such: -2
  • Species Behavioral Modifiers: Solitary, antisocial, or innately clannish race: -2
  • Species Longevity Modifiers: Extremely long-lived racial stock (500+ years): +5. Long-lived racial stock (200-400 years): +3. Short-lived racial stock (40- years): -1.
  • Character Age Modifiers: Character is extremely “young” for his/her type: -3. Character is middle-aged for his/her type: +1. Character is elderly for his/her type: +2.
  • Exotic Species Modifiers: Alien/Feral/Exotica: See General Skills Notes / Special Modifiers

Boosts are only relevant if somebody has “Secondary Ramifications” on an enhanced attribute (QV; Talents), in which case “boosts” indicates the number of special abilities that such a talent will bestow. It’s important to note that Armsmen, and certain of their subclasses, thanks to their focus on self-enhancement, get a bonus on talents and will often use this column.

Endurance got it’s own chart, because I ran out of room even with the tight compression of the first chart…

 

PM (Personal Mana) indicates the character’s basic supply of magical energy. It’s not usually a lot, although Faerie multiply this basic score by their (Might/2). Personal Mana is usually used to power Cantrips – for most characters through a cheap focusing device or two with a preset selection available. While Cantrips are of limited power, they can be quite handy.

VB (The Vitality Bonus) applies to vitality rolls and any healing that the character receives – including natural healing. Column 1 applies to Primary Combatants, 2 to Semi- and Tertiary Combatants, and column 3 to Noncombatants.

Spells” indicates bonus spell points per level for primary spellcasters.

PS (Psychic Strength) indicates bonus Psychic Strength for Primary Psychics. The number after the slash is bonus recovery per hour, a bonus which applies to all characters.

The Vitality Base is just that; how much punishment a character can absorb due simply to his/her endurance score. This also measures the portion of a characters Vitality Score that actually represents the physical capacity to absorb and withstand damage. That’s usually a rather small part of a high level characters total Vitality.

One of Endurances major functions was as a measure of a characters ability to generate personal occult power – and so did very different things depending on what a particular character channeled that power into. Primary combatants tended to be incredibly durable, while those who focused on magic or mental powers were less durable, but gained additional reserves of energy to use their powers with.

Both game masters and players are generally advised to avoid using characters with unspecialized Intellect, or Wisdom, scores above 24. It’s difficult to play someone who’s mental abilities are beyond your comprehension.

When it comes to game design… Attributes in this style are more complex at first then current ideas of generic modifiers – but are far less subject to change during play. That was more or less what made them Attributes. If Conan was incredibly strong at the start, he wasn’t twice as incredibly strong later on. The Gray Mouser didn’t get faster at higher levels; he just learned more tricks and more ways to exploit his natural speed. It also meant a lot less focus on any one attribute; sure, one or two attributes would probably be most important to any given character – but all of them were useful to anyone. Your low-intellect but high endurance mage might not know as many spells as a mage with the opposite arrangement – but he or she would get more chances to cast them. 

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