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===Variation: Scaling=== The suggested range of human modifiers assumes that the game you are playing is centered on human beings. Extraordinary human beings, perhaps, maybe action movie superstars, but still basically human. If, however, that is not the case and your game revolves around hyperanthropes (“beyond humans”) of some kind: incarnated gods, superheroes, or high-level wuxia stars, then you might rescale the limits of modifiers, to prevent the numbers from getting too high for all involved. This would be a sort of reverse-mook rule. For the most extreme actors, you might decide that the entire range of feasible human characteristics is -1 to +1. That is, all regular humans can be lumped into a range of “bad-average-good”. The best Olympic weight-lighter would have a Strength of +1. Anything beyond +/- 1 then falls into the ultra-mundane category. You might have each point double the previous one, so that +2 is twice is good as +1 and +3 is four times as good as +1. This would let you deal with extremely powerful actors. More modestly, each point might represent a set increase; this would keep things a little more down to earth. Contest ratings will have to be rescaled as well, since any action feasibly performed by a normal human would only have a Contest rating of +2 at the most.
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