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rpg:other:firefly_spiders_from_mars:attributes

Attributes

Attributes represent things about a character that everyone in the game possesses to some extent. Strength, Intelligence, etc. From a game design perspective, attributes should define the major axes of conflict between characters, especially in a diceless game. This means that the attributes that work best for Amber may not work well in another game. In some cases (superhero games , especially), the foci of conflict are less universal (e.g., super powers), but for most genres, attributes are going to be fairly central, and will end up driving the increasingly specific layers below.

Firefly: Spiders From Mars uses five regular attributes and one special attribute. In general, 1-5 is a “low” value, 5-10 is “average”, 10-20 represents exceptional ability, and more than 20 is awe-inspiring.

For each Attribute, the player should include a 1-3 word description of the character's specialization.

Brawn

Brawn represents strength, size, and ability to soak up damage. This is the stat for heavy lifting, heavy drinking, and fist fights. Brawn maxes out at 20 points for unmodified humans - a score higher than that indicates some kind of genetic modification, technological or mystical aid.

High Brawn characters would include bare-knuckle boxers, stevedores and such.

A Brawn of zero might indicate a person with a debilitating illness, of the sort that results in being confined to bed, paralysis, or similar incapacitation.

Possible specializations for Brawn would include “Taking a beating”, “Pummeling Idjits”, and “Throwing Large Objects”.

Jayne Cobb would be an example of a Brawn character from the show.

Intelligence

Intelligence is cleverness, mathematical processing power, as well as education and breadth of knowledge.

High Intelligence characters would include scientists, inventors, hackers, gentlemen scholars and doctors.

An Intelligence of zero indicates severe brain damage or dysfunction - the character would have difficulty understanding speech and grasping basic concepts, running almost entirely on instinct.

Possible specializations in Intelligence would include “Math Wiz”, “Walking Dictionary”, and “Hacker Extraordinaire”.

Both Kaylee Frye and Simon Tam are examples of Intelligence characters from the show.

Resilience

Resilience is toughness, both physical and mental. Physically, this covers endurance type things; pushing one's limits to run long distances, staying conscious during torture, etc. Mentally it covers keeping secrets private during torture, keeping one's head when drugged and resisting addiction.

High resilience characters would include tough-as-nails cops, hardened military veterans, scientists with nerves of steel and unflappable pilots.

A resilience of zero represents extreme cowardice, laziness and/or a depressed immune system.

Possible specializations for Resilience would include “Staying on my Feet”, “Calm”, and “Never Stops”.

Malcolm Reynolds is the most Resilient of the show's crew.

Warfare

Warfare represents skill in combat - this covers shooting, dodging, sword fighting, etc. Fist fights and grappling fall more under the realm of Brawn.

High Warfare characters would include snipers, aristocratic hunters/fencers, soldiers and career criminals.

A warfare of zero might represent a brain implant that enforces pacifism, a serious affliction causing a severe lack of coordination or something similar.

Possible specializations in Warfare would include “Sniping”, “Fencing”, and “Knife-throwing”.

Zoe Washburne and Hoban “Wash” Washburne show Warfare from two different angles on the show.

Influence

Influence represents how well-connected a character is. It covers the ability to exploit the character's social network of friends and allies to get information, borrow money, or call in favours. It does not confer wealth or social class standing, though high Influence characters are often able to attain both if they set their minds to it.

High Influence characters include wealthy aristocrats, politicians, socialites, and rabble-rousing anarchists. If Florimel of Amber lived in the Firefly 'verse, she'd be first ranked in Influence.

An Influence of zero would represent a total social pariah, essentially incapable of interacting with other people in a meaningful way.

Possible specializations in Influence would include “The Prettiest”, “Suave”, and “Knows Everyone Worth Knowing”.

Inara Serra is the character from the show with the highest Influence.

Psyche

Psyche represents actual psychic ability in a character. Though technically everyone is a little psychic having a score above 5 is unlikely unless you've had work done, like River had in the series. More than 5 points of Psyche can only be bought with negative points gotten from Drawbacks, usually some form of insanity or mental deficiency.

Psyche confers raw psychic power not specific abilities.

Normally high Psyche characters might include Swamis, Shamans or Preachers. Abnormally high Psyche characters would include River and her ilk.

A Psyche of zero means you are an open book to people with even a small amount of psychic juice.

Possible specializations in Psyche include “Precog”, “Postcog” and “Reader”.

Though River Tam is the most obvious choice for a high Psyche characters other characters with a high psyche in the normal realm would be Shepard Book from the show and The Operative from the movie. Characters who believe.

rpg/other/firefly_spiders_from_mars/attributes.txt · Last modified: 2013/05/19 17:33 by 127.0.0.1