Attributes:
To keep things simple we'll do a simple point buy type of system (from 0 to 20) where 10 is considered 'average' (+0). Every 2 points above 10 gives you a +1 modifier to your rolls that are affected by that stat (against ability checks, from above) where +5 is the maximum, and the opposite applies down to -5 on these rolls. If these rolls are implemented as a 1d10, it makes you up to 50% more likely to succeed, or fail at something, depending on your character. If its a 1d20, then it is 25%. And so on and so on.
Not every attribute has bonuses to skills. To keep things balanced, some of them do and some of them don't. Others give you a bonus to saving throws or ability throws. Effectively making your character more resistant to these attacks, and making them stronger at performing them on others at the same time.
- Willpower - Mental strength. This dictates how strong-willed and mentally resolved your character is. It effects the following things:
- Sanity loss & gain
- Determines resistances to persuasion, intimidation, and other such mental related attack throws.
- Intellect - Knowledge. This determines how quickly one can learn and pick up new bits of information.
- Used for throws related to history and intrigue.
- Provides a bonus to intellectual skills (such as crafting, medicine, etc)
- Cunning - Deceit. Determines how well your character can convince others by deceit, via lying or other means.
- Used for rolls related to lying and coercion (such as persuasion)
- Also used as a save modifier for someone trying to detect that you are lying (intrigue)
- Agility - Speed. This stat decides how quickly you can do things, and how dexterous your character is.
- Determines movement speed, item pickup speed, trash search speed, and any number of other in game mechanics.
- Also could give you a bonus to critical hits in S2K (making it more unlikely someone will get a crit on you, and more likely to critical hit others)
- Strength - Physicality. This one is pretty obvious. It determines your physical strength.
- Determines damage done via melee weapons, determines inventory size, fatigue, and other similar things in game.
- Constitution - Physical resistance. How strong-willed you are physically (whereas willpower determines your mental resolve).
- This affects how quickly your character heals from medical items after being damaged.
- Give you a boost (such as your modifier * 5) to your total available health.
- It also effects the bleedout timer (how long you can stay in bleedout before dying).
With the above stats, you can really dial in what kind of character you want. Do you want to play a loyalist character? Dump your points into the mental stats such as cunning and willpower. This will allow them to be naturally better at climbing the ranks of the loyalism tree. Want to make a rogue rebel? Dump your stats into constitution and agility to be better in firefights, or dump them into constitution and strength to be better in hand to hand S2RP with melee. Want to be a CMRU doctor? Dump your points into willpower and intellect.
This makes it so that your character is inherently much better than others at certain things within the game, but also has a hefty disadvantage at doing some other things. A scrawny CMRU doctor will be great at tasks which require them to use their mind, and their hands. However, they're not going to be as natural with a gun, a weapon, or with winning a political debate.
This makes your characters much more focused, and helps them get an advantage in whatever it is you want to do with them, at the cost of making other things more difficult.
During character creation you're given 60 points to spend, and all points start out at 0. This means a typical spread could look something like:
A character who is balanced equally in all things (but not good at any of them):
| 10 WLP +0 | 10 INT +0 | 10 CNG +0 | 10 AGI +0 | 10 STR +0 | 10 CON +0 |
Strong but stupid:
| 15 WLP +2 | 5 INT -2 | 5 CNG -2 | 5 AGI -2 | 15 STR +2 | 15 CON +2 |
Smart but weak
| 6 WLP -2 | 18 INT +4 | 16 CNG +3 | 10 AGI +0 | 4 STR -3 | 6 CON -2 |