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Astro Cross: Flashback 1942 (was naming alien ships)
 
Just to show I haven't completely gotten distracted from this, here's the section on Traits as it currently stands in my working files. Note, "XX" is just a symbol to make it easy to find things that still need more work done, appearing at the beginning and sometimes the end of sections that are incomplete or will need tweaking as the system develops further. Exactly what the cost multipliers will end up meaning is one of those things; either a straight "multiply desired Mp value by this" for Origin Point/Experience Point cost, or else "multiply next MP value by this to increase by 1 (or 1/3 or 2/3 for + or 1-.)"

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Traits

Astro Cross characters are defined by a set of distinct Traits. Each character has two types of Traits: Primary and Secondary. Primary Traits are fundamental aspects of the character, while Secondary Traits are derived from one or more Primary Traits, or else an external factor like the character's wealth and reputation XX which may change due to plot twists or actions in the game. XX

Agility (AGI)

This Primary Trait is the measure of a character's physical proficiency. When punching, kicking, shooting, throwing, dodging, balancing, or otherwise employing physical nimbleness, this Trait determines the success or failure of the action. AGI Metapoints cost x7.

Strength (STR)

This Primary Trait is the measure of a character's physical power. When lifting heavy objects, determining damage with melee or thrown attacks, throwing an object a certain distance, or otherwise engaged in activities relying on physical power, this Trait determines the success or failure of the action. STR Metapoints cost x7.

Endurance (END)

This Primary Trait is the measure of a character's physical stamina and robustness. When attempting to hold breath, resist damage or sickness, overcome toxins, keep from dying, or otherwise engaged in physically strenuous tasks, this Trait determines the success or failure of the action. END Metapoints cost x6.

Study (STU)

This Primary Trait is a measure of the character's ability to gather and retain information. When they need to remember a fact, memorize a radio frequency, research in a library, build a device from plans, or salvage useable parts from a wreck, this Trait determines the success or failure of the action. STU Metapoints cost x7.

Reason (RSN)

This Primary Trait is a measure of the character's create or derive new information. When attempting to invent a gadget, crack a code, calculate an arithmetic problem, solve a puzzle, or otherwise use smarts, this Trait determines the success or failure of the action. RSN Metapoints cost x7.

Willpower (WLP)

This Primary Trait is a measure of the character's intellectual staying power. When trying to resist arguments or coercion, ignore fatigue, or stay focused in spite of distractions, this Trait determines the success or failure of the action. WLP Metapoints cost x6.

Intuition (NTU)

This Primary Trait is a measure of the character's awareness. When attempting to sense danger, spot something, recognize a hunch, or otherwise work on instinct rather than analyzing a situation, this Trait determines the success or failure of the action. (INT) Metapoints cost x7.

Heart (HRT)

This Primary Trait is a measure of the character's ability to express emotion. When trying to move an audience, intimidate an enemy, or seduce a date, this Trait determines the success or failure of the action. HRT Metapoints cost x7.

Psyche (PSC)

This Primary Trait is a measure of the character's mental resilience. When trying to resist empathic powers, emotional trauma and stress, or otherwise dealing with trials of the spirit, this Trait determines the success or failure of the action. PSC Metapoints cost x6.

If you examine the purpose of the traits they fall into easily understandable groupings, with one each defining skill, power, or resistance in the physical, intellectual, or psychological realm. There are also several Secondary Traits, which are still important but not so widely applicable as the Primary Traits.

Reputation (REP)

Reputation represents how well-known and respected (or feared) the character is in their own person as a celebrity or scoundrel. Membership in a group or holding a position of authority will often modify this Trait, via the appropriate form of Contacts. REP Metapoints cost x3.

Resources (RES)

The Resources Trait represents the amount of money a character can expect to have in their pocket at any given time - they couldn't spend that much on a whim every day, but they could spend it any one day.

Because Astro Cross players will either be in the military and get little benefit since their equipment and expenses are taken care of, or will need to be privately equipped on par with it, RES Metapoints only cost x1. For more general games or normal folk, RES is nearly as expensive as a major power or Primary Trait at x5.

Initiative (NIT)

The total of the character's Skill Traits is their base Initiative. When an Initiative check is called for, usually at the beginning of combat or at the beginning of each Page, roll 1d10 and add it to this base value to determine the character's current Initiative. Panel order proceeds in order of highest to lowest Initiative. Any character can delay their Panel if they choose, letting lower-Initiative characters act before them. As a simple sum, compact stat blocks such as the ones used for NPCs will usually omit Initiative. Note that this is one of the few cases where the numerical Mp score is added directly rather than taking the higher of two scores and adding +1MP to it.

Movement (MOV)

Because it requires both reflex speed and raw muscle, a character's running running speed is equal to the lower of the Agility and Strength Traits, +1Mp. Swimming speed is 2Mp lower than running speed, though either may be increased by an appropriate Power or Skill. They may also be subject to penalties for difficult circumstances or terrain, discussed in more detail in the Game Master's section. Though not quite as simple as Initiative, Movement is still easily enough derived from the Primary Stats that compact stat blocks will usually omit it.

Exhaustion

A character can move for

XX
their Endurance before they run the risk of suffering from exhaustion. The character must then roll on the Opposed Action Table using their Endurance as the Opposed Value and Movement as the Active Value. Powers or Skill Bonuses related to the form of movement being used or resisting fatigue may be added to the OV.

Result Effect
Epic Fail Blackout. You fall unconscious for 3d10 Panels, and must rest for 1d10 more.
Crit Fail Total collapse. You must rest without acting for 3d10 Panels.

Fail Collapse. You must rest without acting for 2d10 Panels.
Cyan Winded. You must rest without moving for 1d10 Panels.

Magenta No effect.

Yellow No effect.
Black Second wind. You don't need to check Exhaustion again for ½ XX interval XX

The character must continue rolling once each Page XX at a -10 penalty to his Fortitude Rank Value XX as long as they keep exerting themselves until they rest for 10 panels.

-----------------

I've also considered moving to quarters instead of thirds for the modifiers, as +, ++, and -, but it would require a whole lot of recalculating at this point, as well as redesigning the Opposed Action and Results tables for a wider spread, so that one is probably not going to happen.

Edit 5 to add: Musical selectionhttp://www.youtube.com/v/VDoWyqaxf00&version=3 ... tube_gdata
--
"Anko, what you do in your free time is your own choice. Use it wisely. And if you do not use it wisely, make sure you thoroughly enjoy whatever unwise thing you are doing." - HymnOfRagnorok as Orochimaru at SpaceBattles
woot Med. Eng., verb, 1st & 3rd pers. prsnt. sg. know, knows
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