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Stats:
Dexterity - The character's level of physical coordination. Dexterity plays a role in weapon skills, dodging, and thievery, to name a few.
Knowledge - The character's intelligence and education. Determines presence of mind, willpower and linguistic skills, among other things.
Mechanical - The character's ability to use technology. Things such as pilotting, starship ops, and beast riding fall into this attribute.
Perception - The character's ability to take in surroundings and pick up on subtle details. Hiding, bargaining, and other such skills involve perception.
Strength - The character's raw physical power. Also determines such things as stamina and endurance.
Technical - The character's ability to understand, create, and fix technology. Skills such as medical ability, repairs, and slicing rely on technical aptitude.
Once you have used all of your stat points, you can begin to assign
skill points to specific skills. Unassigned skill points are assigned
the same way stat points are, using the @chargen/add and
@chargen/set commands. To get a list of availabe skills, type
@chargen/list/skills. Each skill is listed under its
corresponding stat. As a default, all skill values are equal to the
value of the stat skill it is listed under. Using the skill points,
these values can be raised to a maximum of 2 dice over the stat value.
Example:
Your character currently has a 4d0 in Technical, but because he spent
4 years working for a droid company, he is especially good at
repairing droids. It is possible to raise the character's Droid
Repair to a maximum of 6d0 (2 dice over the current 4d0).
To do this, you would type:
@chargen/add droid repair=2d+0
or
@chargen/set droid repair=6d+0
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