Statistics
From SteelStorm
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Statistics
As is standard in many RPGs, your character will roll for stats on initial creation. However, stats can also be increased through either a very intensive training regimen, or more commonly upon increased experience. If you don't want to go to the trouble of hauling your old RPG dice out, however, you can just use the Steel Storm Character Stat Roller. Stats range from 1-50 (the highest stat available upon character creation is 40). Upon your character's creation, you recieve 175 stat allocation points, that can be distributed among your stats however you like (providing an average of 25 allocation points per stat). As you progress in Steel Storm, you may have opportunities to increase your stats at various levels of experience.
Physical Power
Physical Power (PhysP) increases your damage in any sort of direct, muscle-driven physical attack (i.e. melee/sword). It is also used for overpowering guards/defenses - if someone is unaware of your presence, and you have a higher strength, you are able to overpower them without an official battle. Also note that some equipment (very heavy armor/weapons, weapons with high recoil) require a high strength to use. A Power value over 39 is considered extreme. Values over 30 also mean that your character can lift heavy objects normally immovable by ordinary creatures - values over 40 mean that you can momentarily halt a lightly armored mech by virtue of your strength alone. Aside from the strength benefits, this stat is mainly important for "traditional" attackers, who prefer fighting in the thick of it without the benefit of technological battle enhancement. Physical Power can also lead to the ability to do certain things that are expedient - such as using yourself to jack up the side of a powered mech for an emergency field-expedient repair in the heat of battle.
Tactical Dexterity
Tactical Dexterity (TacD) serves a variety of purposes. In general, you can almost thing of it as "cool under pressure" - essentially, the ability to keep things together while in battle. For traditional fighters, this means that you are better able to follow the threads of battle, reading your attacker's moves and more efficiently blocking their attacks. For the more advanced fighter, this translates to being able to control their physical state - steadiness, breathing, and so on - to make more accurate shots, or to use their targeting systems with greater accuracy and precision. This skill also helps characters hold together and focus on their tactics even in the midst of a chaotic battle - characters low on this stat have a greater chance of becoming overwhelmed in battle if left to their own devices, and will tend to work better as part of an interlocking team.
Magical Prowess
Magical Prowess (MagP) indicates your innate potential for the magical arts - and will probably determine the amount which a character will favor magical over nonmagical technology. This attribute will allow you to become much more specialized in magical skill classes (you get 2 specialization points per class for every MagP). In addition, this stat is used to calculate your initial MP, as well as the maximum amount of spell knowledge that you can retain at any give time (one learned, permanent spell for every 2 MagP). Those with a MagP over 35 are closely in tune with the magical world - as such, they are significantly more resistant to magic-based attacks (not counting magically-driven technology).
Technical Prowess
Technical Prowess (TechP) allows you to more greatly specialize technical skill classes (two specialization points per class for every one TechP). Right now, that's about all it does - but that's not an insignificant thing.
Tactical Prowess
Tactical Prowess deals with your ability to successfully complete battle tactics in general. This skill is different from the other proficiencies - while the others affect skills used in normal life, this attribute measures a character's aptitude to come up with tactics in the immediacy of battle, and can differentiate a character from being a scientist, skilled in creating machines but a bit lost during an attack, to a hardened warrior able to formulate strategy at a moment's notice. As such, it serves to give you a general percentage bonus for successfully completing tactics in the field (this is different than TacD in that you are not jsut keeping a cool head in battle - you are able to think through the situation and come up with innvative tactics to outflank and outthink the enemy, rather than just being mercilessly efficient in combat). Values over 35 indicate a natural-born (or highly trained) leader - this means that you can effectively create tactics for other party members that allow you to do so, as well as commanding allied NPCs.
Robustness
Robustness is used to calculate your HP. Once your HP is gone, it's game over, man, unless one of your party members is kind enough to revive you... or bring you back as a zombie... Remember, though, in this game, your armor also gives you some additional points, so don't despair. In addition, this attribute can be used to calculate length of survival in extreme conditions (i.e. a robustness of 30 would mean that you could hold your breath for up to 30 minutes underwater).
Persuasiveness
Persuasiveness is a sort of "people skills/con artist" kind of stat. If you have a lot of this stat, you will generally be able to talk your way out of situations. High persuasiveness may also help you in terms of haggling for prices, and convincing people to give you information. A value above 35 will allow you to "put one over" on unsuspecting people, and a value above 42 will allow you to hypnotize people with your presence to carry out short-term commands (simple commands only, 5 minutes or less).
