Editing FANGS: Attributes

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[[Category:FANGS]]
 
[[Category:Character Creation]]
 
 
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::Example: ''Saul, our first example, has a CO of 12 and a SZ of 11. The average, rounded up, is 12 Hit Points for Saul.''
 
::Example: ''Saul, our first example, has a CO of 12 and a SZ of 11. The average, rounded up, is 12 Hit Points for Saul.''
  
*'''Stun Points or SP'''-- This tells the amount of stun damage (bruising & concussion) your character can take before becoming unconscious. Stun Points are CO + the average (rounding fractions up) of ST and SZ, thus an average character has SP of 20. If your character looses half of his SP in a single blow, he may be '''stunned''' and be unable to do anything on his next action (either in the same combat round or the next). If the character's SP falls to 0 or below, the character is unconscious.
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*'''Stun Points or SP'''-- This tells the amount of stun damage (bruising & concussion) your character can take before becoming unconscious. Stun Points are CO + the average (rounding fractions up) of ST and SZ, thus an average character has SP of 20. If your character looses half of his SP in a single blow, he may be'''stunned'''and be unable to do anything on his next action (either in the same combat round or the next). If the character's SP falls to 0 or below, the character is unconscious.
  
 
::Example: ''Again, Saul has a CO of 12, a ST of 14 and a SZ of 11. This gives us 12 + (14 + 11)/2 = 25 Stun Points.''
 
::Example: ''Again, Saul has a CO of 12, a ST of 14 and a SZ of 11. This gives us 12 + (14 + 11)/2 = 25 Stun Points.''
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::Example: ''Saul, with a PW of 11, has a slightly better than average of being lucky on any particular occasion. Poor Gru, with an 8 Luck Roll, cannot depend on the favor of Dame Fortune.''
 
::Example: ''Saul, with a PW of 11, has a slightly better than average of being lucky on any particular occasion. Poor Gru, with an 8 Luck Roll, cannot depend on the favor of Dame Fortune.''
 
==Increased and Decreased Attributes==
 
 
It is possible to increase an Attribute such as MV or DM. The cost is variable and depends on the cost of the Characteristics the Attribute is based on. To increase a character’s Attribute by 1, the player must spend character points equal to ½ the cost raising the highest one of the contributing Characteristics by 1.
 
 
:Example: ''Saul wants to increase his MV from 15 to 17, which would give him a ½ move of 9 instead of 8. His highest contributing Characteristic is ST, which is 14. To increase his ST to 15 would cost the player 15 character points, which means increasing his MV would cost 7 (rounding in the player’s favor). However, the player wants to increase the movement by 2, so the cost is 14 (based on the cost of one point).''
 
 
Similarly, a character’s Attribute can be decreased through the same mechanism. The benefit received, however, is based on reducing the Characteristic from its starting point at 10. So even if reducing the effect of a ST 18, the first MV pt reduced would only give 3 Disadvantage points (1/2 of 5, rounded up). However, for decreased Attributes, look at the total benefit of reducing the characteristic and halve that to get the disadvantage points for reducing the attribute.
 
 
:Example: ''If Saul was a Dwarf, the player might feel his MV should be reduced. The player decides that reducing the MV from 15 to 11 is appropriate. That’s a reduction of 4 points, which would benefit the character 30 points if it was a reduced characteristic. The player gets 15 Disadvantage points.''
 
 
Any Attribute can be Increased or Reduced. The GM decides how many points can be increased or decreased on a character. The GM may mandate that certain characters must have increased or decreased Attributes, such as a Dwarf’s movement ability.
 

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