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SensationCharacterStats

You 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.
One of my major aims in playing with creating a system was to keep the number of Stats, ratings and numeric values floating about to a bare minimum.

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:

  • Sensory Stats
  • Non-Sensory 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
1 - Impaired human level 2 - Normal human level
3 - Heightened human level 4 - Animal level
5 - Supernatural level 6 - Cosmic level

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
up being very difficult to roleplay, so it is at the GM's discretion that such characters are allowed. It is also worth noting that a Sensory Stat that is rated at 0 once character creation is complete can not be raised above 0 for any reason. Ever.

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!
1 - Putty 2 - Insecure
3 - Normal 4 - Confident
5 - Self-assured 6 - Indomitable

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
traumatise that char's psyche to a massive extent. This, in the real world, the only people who have a Continuity rating lower than the basic human norm are madmen of some sort or other. However, in worlds such as the ones most Sensation games occur in it is possible for characters to alter reality through a combination of incredible perception and stubborn reolution. In such worlds as this the Continuity Stat acts as both a general gauge of a character's current mental wellbeing, or relative stability at least, as well as a measure of the char's ability to deal with reality suddenly and inexplicably changing. Character's with a low Continuity rating will often find it impossibly to re-concile what was reality only a moment ago and what is reality now. This can have a variety of interesting effects on such chars, with catatonia and insanity not being uncommong results of such an inability to cope. There is a flip side, however. Whereas some characters are simple unable to cope with reality warping and altering around them, there are others to whome such occurances are, if anything, completely natural. Characters such as this can often tell when reality is about to change or warp and are able to sometimes act so quickly as to be mistaken for having some for of precognition. The complete details of how the Continuity Stat functions will be fleshed out in greater detail in the sections SensationUsingCharacterStats? and SensationWarpingReality?. Of final note, a newly created character begins with his or her Continuity Stat rated at 3. The ratings are as follows:

1 - Aieeeeeeeee! (Completely Cracked)
2 - Er, that didn't happen did it? Did it? (Slighlty unstable) 3 - Reality can change? (Human norm)
4 - Wow, reality can change! Amazing! Whiz-bang! (Stable human) 5 - Blah, whatever, seen it before... (Intuitive human)
6 - Thought you'd surprise me, huh? Think again... (Almosy Precognitive!)


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