Talk:Character sheet

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--Edmiao 17:02, 31 March 2007 (MST) I notice that some attributes, notably strength and attractiveness, have almost no associated skills, while some like Dex and Int have a plethora. any thought of making strength/attractiveness cheaper and dex/int more expensive?

--Edmiao 17:05, 31 March 2007 (MST) Also, some explanation of what a 0 or 1 in each attribute means compared to the human average of 4. Like is a 0 attractiveness the elephant man while a 2 would just be kind of ugly? Does a 1 in tech mean that you can't use a calculator or an ATM? how weak are you with a strenght of 1?

--Edmiao 17:07, 31 March 2007 (MST)do i need to buy the cyberpunk rulebook?

--BenofZongo 17:20, 31 March 2007 (MST)If you want, but I don't think you do...the rules are pretty straightforward and we will be doing most character creation at the session. The main thing we'll need the book for is combat...I don't know how many copies we have, so maybe we should coordinate that so we've got at least 2 for looking up rules. Also, character creation differs hugely from cyberpunk, so really all we are using from it are gear and combat rules.

--BenofZongo 17:33, 31 March 2007 (MST)to answer above questions. No, I won't change the cost of those. Strength is important for two things, hand to hand damage and encumberance, so it's usefulness extends beyond skills. Second, I'm still planning to add a few skills, likely in the disciplines that don't have it. Attractiveness...well, consider it a 'dump' stat if you want, but I've already said that I"m not concerned with combat balance. Also, attractiveness is partially an RP thing: if you're ugly, chances are you're going to get a poor reception from a lot of people all of the time. Under some circumstances, this could easily translate to dice penalties in other disciplines (etiquette, charm, persuasion, trading, etc...people are suprisingly keyed to respond to physical attractiveness). As far as "promoting" taking a high attractiveness: why? why would a model be flying around on a spaceship? Toughness affects your body type modifier, which decreases the damage you take from hits: it also is used for stun and death saves, so really, it's probably the most valuable stat from a combat perspective. Cool has lots of skills and is important for morale. Again, as I put in the thoughts section, I'm not concerned with "balancing" everyone. If you want to make an unstoppable ghost-faced killah, go ahead: just think about the consequences for you, your crew, and your ship before you do it, because when your arch nemesis shows up with a best-quality railgun heavy assault rifle and guns down everyone else, you're just as fucked as if you'd gotten shot. And even if you cover your bases, if making a powerful, even a min/maxed character floats your boat, why would I want to prevent you from doing it? I promise you that while you can easily break the systems I'm presenting, you can't break the story, so make the kind of character that you have fun playing. But the short answer is just "no" the price of those stays the same.
I'll get on the descriptions of what the measure of attributes is soon.


--66.235.38.61 00:07, 3 April 2007 (MST)Does Martial Arts use Dex to determine damage bonus on a scale analogous to Str?

--BenofZongo 10:21, 3 April 2007 (MST)An interesting question, but no, damage bonus is still strength based. If you want to be really good at hurting people with a low strength, take the "vicious" advantage.

--Edmiao 23:17, 4 April 2007 (MST) cleaned up the page, ben please verify all "advanced skills" are still appropriately marked.

--BenofZongo 00:02, 5 April 2007 (MST)yup, far as I can tell.