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==Modifiers== The third and final fundamental of <B>SAMSARA</B> are modifiers. Modifiers are what separate the strong from the weak and the exceptional from the merely competent. Mechanically, modifiers are just a broader form of checks: checks are always bad, but modifiers can be advantageous as well as debilitating. In either case, they modify the result of the die roll, either up or down and thus are represented as a +/- number. Modifiers function as stats, attributes, and skills do in the majority of RPG’s. “Strength” is a modifier, as is “Swordsmanship”. But modifiers are broader than those categories and also include personal motivations, passions, family connections, influence at court, or just about anything else. The number and kind of modifiers is somewhat standardized, but will be changed to suit the particular game being played. Those that represent skills are the most likely to change since a “Starfighter Piloting” modifier doesn’t make too much sense in a game based in Feudal Japan. Those modifiers which represent personal attributes are more standardized, but also open to some variation depending upon the degree of specificity being sought in the game (see Modifiers and the Character). ---- Those are the basic ideas of <B>SAMSARA</B>; the rest of the system is just amplification and implementation of them. Contents [[Samsara:Main Page|Main Page]] 1.[[Samsara:Fundamentals|Fundamentals]] 2.[[Samsara:Contests|Contests]] 3.[[Samsara:Modifiers|Modifiers and the Character]] 4.[[Samsara:Attributes|Attributes]] 5.[[Samsara:Abilities|Abilities]] 6.[[Samsara:Motives|Motives]] 7.[[Samsara:Checks|Checks]] 8.[[Samsara:Character generation|Character Generation]] 9.[[Samsara:Samsara points|Samsara Points]] 10.[[Samsara:Long term play|Long Term Play]] 11.[[Samsara:Examples of play|Examples of Play]] 12.[[Samsara:Ultramundane abilities|Appendix A - Ultramundane Abilities]] 13.[[Samsara:Settings|Appendix B – Settings]]
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