TheTome /
SensationCharacterStatsYou are on the archive wiki. The new wiki is here.
The first major component of a character in the Sensation system are his or her Stats. As a result there are no Stats in Sensation for representing physical or mental features of a character. There are also no Stats that represent things like health. In Sensation there are two categories of Stats:
The first category is the larger, containing five separate Stats that represent a character's Five Senses, while the second category contains only two Stats. Sensory Stats A charcter's Sensory Stats are rated from 0 to 6. Ratings are afixed the following meanings: 0 - Disabled/Non-functional It almost goes without saying that characters in Sensation have a total of 5 Sensory Stats. Nevertheless, it may be useful to define them just so that people have an idea what each Sensory Stat represents in the game: Sight - This Sense is associated with a character's eyes and how they perceieve the effects of light reflecting, refracting, etc. Hearing - The Sense associated with one's ears interprets the effect of sound waves reflecting, refracting, etc. Taste - Taste is a bit of a strange case, since in reality one's sense of Taste and Smell are highly integrated. For game purposes, these two Senses are separate. This Sense deals with the effects chemical indicators and so forth have on the tongue. Smell - As was stated above, this Sense is really another facet of Taste. In game, however, the two remain separate. It functions similarly to Taste, but deals more with the stimulation that air-born chemical indicators and the like have on the olifactory nerves. Touch - A character's Sense of Touch is unique because it has the largest surface area for effect of any Sense. A person's entire skin contains nerve endings that are covered by this Sense. Usually starting characters will not have a rating of more than 3 in any one Sense at the beginning of the game. Only if the GM specifically allows it can a character exceed a rating of 3 in any Sense. A newly created character is given 12 points to allocate to his/her Sensory Stats. It is worth noting that a character may choose not to place any points in one or more Sensory Stats. These points can be allocated to other Sensory Stats, or may be kept as a reserve of points to be spent later during the character creation process. However, a character that begins the game with a rating of 0 in more than one Sensory Stat may end Finally, once point allocation is complete, there are two final book-keeping actions that need to be undertaken. First, the character's Primary Sense must be chosen. This is the Sense which the player feels defines the way in which the character interacts with the world and approaches problems. For example, a Jeweler's Primary Sense could possibly be Sight, whereas a blind person's Primary Sense could well be Touch. Secondly, the character's Senses must be linked. The exact reason for this will be covered in the section on Sensory Channeling. What this process entails, however, is linking each Sensory Stat to another Sensory Stat, with the final Stat linking back to the first. The order in which the Stats are linked is entirely up to the player, but it might reflect features of the character's personality, background, or anything else the player feels to be pertinent. An example of how Stats are linked is as follows: Hearing -> Sight -> Smell -> Taste -> Touch In this example, Touch links back to Hearing. This order of linkage might be justified in that the character in question relies on his/her Sense of Hearing primarily, with the other Senses following in order of importance. However, such logical ordering is not necessary, and if you really can't think of any reason to justify your order then it's fine. Non-Sensory Stats Characters in Sensation have exactly two Non-Sensory Stats. These Stats are not custom allocated points during character creation, but instead a starting character is automatically rated at a certain level in each. It is only through the course of the game that these two Stats will change. However, each of them is likely to change to some extent or other, depending on a player's actions. Willpower: The Willpower Stat is automatically rated at 4 when a character is created. This Stat basically represents a character's innate force of will and strength of personality. The Stat's rating indicates the extent to which a character is confident in himself/herself and able to act in a firm, resolute manner. Character's that have a low Willpower rating are often insecure or even mentally unbalanced. Such characters are often unable to motivate themselves to make a stand for what they believe in. They are often less able to deal with really stressful situations and may defer decisions to whomever seems most in command at the time. Willpower is an important Stat for characters that intend to try and alter reality (This will be detailed later) as such characters will require a high Willpower rating, in order to exert their personal idea of "How Things Should Be..." on reality as a whole. Such a character's Willpower rating is likely to change a great deal during the course of a game, as altering reality is a draining process that seeps the very Willpower from a character who does so. A character's Willpower rating may increase if the GM decides that a character is actually trying to take an active role in events. This may be only a small role, but depending on how Willful the character is that small role could have marked effects. As a general rule, characters should recover Willpower when they attempt to take an active role in events or act intelligently in a stressful situation. Willpower should not be handed out willy-nilly, however. Finally, Willpower is rated as follow: 0 - Anyone can order you around! Continuity: The other Non-Sensory Stat, Continuity represents a char's grasp of reality as he or she is experiencing it. In a world were reality generally remains static and tends to function in a predictable way, a char's Continuity Stat has little meaning. In such worlds the only things that reallt affect a char's grasp of reality are events that 1 - Aieeeeeeeee! (Completely Cracked) Comments? Dump 'em here... |