Stats: Difference between revisions
Created page with "= Overview = '''Stats''' are numeric values that signify your character's skill in various areas. Besides being a rough guide to your character's knowledge, they also affect t..." |
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|| '''Vivification''' - The vivification skill (VIV) increases (or decreases) your Neural System Accumulation based on its value per stat increase. | |||
<small>''Drugs are good, mmkay?''</small> | |||
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|| '''Anatomy''' - The anatomy skill (ANA) increases (or decreases) your maximum health based on its value per stat increase. | |||
<small>''There's not a whole lot that goes into making sure you can take a hit.''</small> | |||
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Revision as of 02:44, 23 June 2022
Overview
Stats are numeric values that signify your character's skill in various areas. Besides being a rough guide to your character's knowledge, they also affect the probability of some actions succeeding, depending on the stat. There are three "general purpose" stats: Mechanical, Cognition, and Biology, as well as three "combat oriented" stats: Robustness, Vigilance, and Toughness. These stats can be valued between -99 and 99, with the stats of a character generally determined by their role in the colony combined with their species. There is no way to modify your starting stats, but you may be able to gain temporary bonuses and maluses through various questionably legal stimulants or toxins.
Stat Breakdown
Stat | Description | |
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Mechanical - Character's ability in building and using various tools. The mechanical skill (MEC) affects your proficiency with engineering, construction, and deconstruction. Very important for members of the Guild.
Character's ability in building and using various tools. The world hadn't ever had so many moving parts or so few labels. | ||
Cognition - The cognition skill (COG) primarily effects technical tasks, especially those dealing with computers. However, it is also important for repairing.
Knowledge and ability to craft new items. Too many dots, not enough lines. | ||
Biology - The Biology skill (BIO) is primarily important for doctors, as it directly affects chances to cause accidental damage during surgery. Also important to botanists when gardening.
Competence in physiology and chemistry. What's the difference between being dead, and just not knowing you're alive? |
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Robustness - Robustness (ROB) affects a variety of things, including bolting or unbolting and prying. In terms of combat, it reduces the chances of your weapon becoming embedded in a target, as well as increasing the chance of actually hitting a target.
Increases your health, damage in unarmed combat and knockdown chance. Violence is what people do when they run out of good ideas. |
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Toughness - The toughness skill (TGH) generally increases your tolerance, be it for pain or alcohol. Toughness also increases the chance to block an incoming attack.
Enhances your resistance to poisons and also raises your speed in uncomfortable clothes. At 40 TGH, you cannot be afflicted by addictions. You're a super tough guy, like it really rough guy, just can't get enough guy, chest always so puffed guy. | ||
Vigiliance - The vigilance skill (VGL) increases your accuracy with weapons and can help with preventing you losing your sanity too quickly.
When good people cease their vigilance and struggle, then evil men prevail. | ||
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Vivification - The vivification skill (VIV) increases (or decreases) your Neural System Accumulation based on its value per stat increase.
Drugs are good, mmkay? | |
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Anatomy - The anatomy skill (ANA) increases (or decreases) your maximum health based on its value per stat increase.
There's not a whole lot that goes into making sure you can take a hit. |