Attribute (role-playing Games)
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Attribute (role-playing Games)
An attribute is a piece of data (a "statistic (role-playing games), statistic") that describes to what extent a fictional character in a role-playing game possesses a specific natural, in-born Property (philosophy), characteristic common to all characters in the game. That piece of data is usually an abstract number or, in some cases, a dice pool, set of dice. Some games use different terms to refer to an attribute, such as statistic, (primary) characteristic or ability. A number of role-playing games like ''Fate (role-playing game system), Fate'' do not use attributes at all. The nature of attributes There is no uniform consensus on what ability scores are, even if many role-playing games have them, but games that use them have a common theme. According to the BBC Cult TV website "''All characters have Attributes — basic physical and mental abilities.''" and in the ''Pathfinder Roleplaying Game'' "''Each character has six ability scores that represent his character's most b ...
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Statistic (role-playing Games)
A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, this value may be accompanied with a descriptive adjective, sometimes called a ''specialisation'' or ''aspect'', that either describes how the character developed that particular score or an affinity for a particular use of that statistic (like ''Specialisations'' in ''Ars Magica'' or ''Attribute Aspects'' in ''Aria''). Most games divide their statistics into several categories. The set of categories actually used in a game system, as well as the precise statistics within each category, vary greatly. The most often used types of statistic include: * Attributes describe to what extent a character possesses natural, in-born characteristics common to all characters. * Advantages and disadvantages are useful or problematic characteristics that ...
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Dexterity
Fine motor skill (or dexterity) is the coordination of small muscles in movement with the eyes, hands and fingers. The complex levels of manual dexterity that humans exhibit can be related to the nervous system. Fine motor skills aid in the growth of intelligence and develop continuously throughout the stages of human development. Types of motor skills Motor skills are movements and actions of the bone structures. Typically, they are categorised into two groups: gross motor skills and fine motor skills. Gross motor skills are involved in movement and coordination of the arms, legs, and other large body parts. They involve actions such as running, crawling and swimming. Fine motor skills are involved in smaller movements that occur in the wrists, hands, fingers, feet and toes. Specifically, single joint movements are fine motor movements and require fine motor skills. They involve smaller actions such as picking up objects between the thumb and finger, writing carefully, and blin ...
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Alertness
Alertness is the state of active attention by high sensory awareness such as being watchful and prompt to meet danger or emergency, or being quick to perceive and act. It is related for psychology . A lack of alertness is a symptom of a number of conditions, including narcolepsy, attention deficit disorder, chronic fatigue syndrome, depression, Addison's disease, or sleep deprivation. Pronounced lack of alertness can be graded as an altered level of consciousness. The word is formed from "alert", which comes from the Italian "all'erta" (on the watch, literally, on the height; 1618) Physiological aspects People who have to be alert during their jobs, such as air traffic controllers or pilots, often face challenges maintaining their alertness. Research shows that for people "...engaged in attention-intensive and monotonous tasks, retaining a constant level of alertness is rare if not impossible." If people employed in safety-related or transportation jobs have lapses in ...
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Agility
Agility or nimbleness is an ability to change the body's list of human positions, position quickly and requires the integration of isolated movement skills using a combination of balance (ability), balance, coordination (physiology), coordination, speed, reflexes, physical strength, strength, and endurance. More specifically, it is dependent on: * Balance – The ability to maintain equilibrium when stationary or moving (i.e. not to fall over) through the coordinated actions of our sensory functions (eyes, ears and the proprioceptive organs in our joints); * Static balance – The ability to retain the center of mass above the base of support in a stationary position; * Dynamic balance – The ability to maintain balance with body movement; * Speed - The ability to move all or part of the body quickly; * Strength - The ability of a muscle or muscle group to overcome a resistance; and lastly, * Coordination – The ability to control the movement of the body in co-operation with the ...
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The Roleplaying Game
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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Cortex Plus
The Cortex Plus System is a toolkit RPG system that evolved from Margaret Weis Productions, Ltd's Cortex System. It has been used for four published games and one published preview to date, and the design principles are in the ''Cortex Plus Hacker's Guide'', a book of advice in how to create new games using Cortex Plus, and list of new games produced via Kickstarter. According to the Hacker's Guide there are three basic 'flavors' of Cortex Plus; Action, Drama, and Heroic. Of the four games published using this system, '' Leverage: The Roleplaying Game'' was nominated for the 2011 Origins Award for best Role Playing Game, and ''Marvel Heroic Roleplaying'' won the 2013 award and the award for best support as well as the 2012 ENnie Award for Best Rules and runner up for Best Game. System Unlike the Cortex System, Cortex Plus is a roll and keep system in which you roll one die from each category and keep the two highest dice in your dice pool. What goes into your dice pool is wh ...
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Serenity (role-playing Game)
The ''Serenity Role Playing Game'' is a science fiction role-playing game released in 2005 and set in the universe of the movie '' Serenity''. It was produced by Margaret Weis Productions, Ltd, and its mechanics were the first iteration of the Cortex System. It won an Origins Award for best RPG in 2005 and Margaret Weis' license came to an end on January 31, 2011. In February 2013, Margaret Weis Productions announced they now had a license to produce a game based on the '' Firefly'' TV series, this time with the rights to the characters who appeared in the series rather than those who appeared in the film. At Gencon 2013, a preview of the system entitled Gamin' In The Verse was offered for sale both at GenCon and for a limited time as a PDF. In 2014, the ''Firefly Role-Playing Game'' was released, followed by four game supplements in 2014 and 2015. Contents The book is in full color and also includes biographies of the characters, in the words of Mal, and statistics o ...
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Cortex System
The Cortex System is a collection of related roleplaying games. Its most recent iteration, ''Cortex Prime,'' was designed by Cam Banks and published by Fandom Tabletop. Prior versions appeared in the licensed roleplaying games published by Margaret Weis Productions, where it was used as the house system. Cortex is an adaptable game system focusing on characterization and story development. Game mechanics Cortex is an extendable and modifiable game, but with some consistent mehanics. Characters are described with a number of trait sets, such as attributes, skills, relationships, or powers. Each trait within each set is rated with a die size. For example, a strong but unintelligent character might have Brawn d10 and Brains d4. When rolling dice, players select one trait from each set and roll their dice together as a pool. Dice that roll 1 are 'hitches', and represent something going wrong in the attempt. The highest two die results are added together for the player character's effe ...
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Social Standing
Social stratification refers to a society's categorization of its people into groups based on socioeconomic factors like wealth, income, race, education, ethnicity, gender, occupation, social status, or derived power (social and political). As such, stratification is the relative social position of persons within a social group, category, geographic region, or social unit. In modern Western societies, social stratification is typically defined in terms of three social classes: the upper class, the middle class, and the lower class; in turn, each class can be subdivided into the upper-stratum, the middle-stratum, and the lower stratum. Moreover, a social stratum can be formed upon the bases of kinship, clan, tribe, or caste, or all four. The categorization of people by social stratum occurs most clearly in complex state-based, polycentric, or feudal societies, the latter being based upon socio-economic relations among classes of nobility and classes of peasants. Whether social ...
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Education
Education is a purposeful activity directed at achieving certain aims, such as transmitting knowledge or fostering skills and character traits. These aims may include the development of understanding, rationality, kindness, and honesty. Various researchers emphasize the role of critical thinking in order to distinguish education from indoctrination. Some theorists require that education results in an improvement of the student while others prefer a value-neutral definition of the term. In a slightly different sense, education may also refer, not to the process, but to the product of this process: the mental states and dispositions possessed by educated people. Education originated as the transmission of cultural heritage from one generation to the next. Today, educational goals increasingly encompass new ideas such as the liberation of learners, skills needed for modern society, empathy, and complex vocational skills. Types of education are commonly divided into formal ...
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Endurance
Endurance (also related to sufferance, resilience, constitution, fortitude, and hardiness) is the ability of an organism to exert itself and remain active for a long period of time, as well as its ability to resist, withstand, recover from and have immunity to trauma, wounds or fatigue. It is usually used in aerobic or anaerobic exercise. The definition of 'long' varies according to the type of exertion – minutes for high intensity anaerobic exercise, hours or days for low intensity aerobic exercise. Training for endurance can reduce the ability to exert endurance strength unless an individual also undertakes resistance training to counteract this effect. When a person is able to accomplish or withstand a higher amount of effort than their original capabilities their endurance is increasing which to many personnel indicates progress. In looking to improve one's endurance they may slowly increase the amount of repetitions or time spent, if higher repetitions are taken rap ...
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Traveller (role-playing Game)
''Traveller'' is a science fiction role-playing game first published in 1977 by Game Designers' Workshop. Marc Miller designed ''Traveller'' with help from Frank Chadwick, John Harshman, and Loren Wiseman. Editions were published for GURPS, d20, and other role-playing game systems. From its origin and in the currently published systems, the game relied upon six-sided dice for random elements. ''Traveller'' has been featured in a few novels and at least two video games. Design Traveller is a tabletop role-playing game. Characters journey between star systems, engaging in exploration, ground and space battles, and interstellar trading. One player, the game master or referee, oversees task attempts and guides events as the players explore the setting. Characters are defined not by the need to increase native skill and ability but by achievements, discoveries, wealth, titles, and political power. Influences and inspiration Marc Miller lists a number of books that influenced ...
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