Attributes and Checks


Attributes:

Taking a little material from GURPS and Vampire, I've tried to give some qualitative descriptions to the attribute levels given in the Mechwarrior Third Edition rules. Also, for clarity (and in some cases, for lack of a better description) I've included the mechwarrior phrase for the level.

You'll notice that a stat of 4 is listed as "average" even though you could consider 5 to be the true average on a scale of 1-10 (and is in fact what most characters seem to choose as an "average" score). However, since most normal humans can only achieve a score of 8 in any attribute, 4 is average. As for characters averaging a 5, we must remember that characters are not "normal" people; they are a cut above the average.

Strength
1 Impaired Crippled
2 Terrible Young child
3 Poor Older child
4 Fair Average
5 Good Above average
6 Advanced Weekend athlete, really good
7 Remarkable Athlete
8 Excellent Weightlifter, exceptional
9 Astounding Olympic weightlifter
10 Unbelievable Inhuman, outstanding

Body
1 Impaired Barely awake
2 Terrible Sickly
3 Poor Weak
4 Fair Average
5 Good Healthy
6 Advanced Good shape
7 Remarkable Energetic
8 Excellent Very health, hours of stamina
9 Astounding You could swim the English channel
10 Unbelievable Perfect specimen

Dexterity
1 Impaired Infantile
2 Terrible Avoid sharp objects
3 Poor Clumsy
4 Fair You could mend a garment
5 Good You could type well
6 Advanced Card dealer
7 Remarkable Surgeon
8 Excellent Could cheat at cards
9 Astounding Stage magician
10 Unbelievable Precise as a machine

Reflexes
1 Impaired Infantile
2 Terrible Lethargic
3 Poor Sluggish
4 Fair Average
5 Good Raw athletic potential
6 Advanced Graceful
7 Remarkable Athlete
8 Excellent Gymnast
9 Astounding Olympic fencer
10 Unbelievable Hands like striking serpents

Intelligence
1 Impaired Vegetable
2 Terrible Bumpkin
3 Poor Dull
4 Fair Average, you can learn to do your job
5 Good Above average
6 Advanced You could attain moderate skills in several areas
7 Remarkable Very bright
8 Excellent Genius, you could master a field of knowledge
9 Astounding Your reasoning and ideas are ahead of your time
10 Unbelievable The intricacies of your thoughts are unexplainable

Willpower
1 Impaired Weak
2 Terrible Timid
3 Poor Unassertive
4 Fair Diffident
5 Good Certain
6 Advanced Confident
7 Remarkable Strong
8 Excellent Controlled
9 Astounding Iron-willed
10 Unbelievable Unshakable

Charisma
1 Impaired Repulsive
2 Terrible Others avoid you
3 Poor Unimpressive
4 Fair Others get along with you
5 Good People like you
6 Advanced People trust you
7 Remarkable People are drawn to you
8 Excellent You could easily win an election
9 Astounding You could lead nations
10 Unbelievable Stangers would live and die for you

Edge
1 Impaired Very slim chances
2 Terrible Occasional lucky break
3 Poor Things aren't always for you
4 Fair You win some, you lose some
5 Good You have a special knack
6 Advanced Doors open for you
7 Remarkable Unusually lucky
8 Excellent You could live gambling
9 Astounding Nine lives
10 Unbelievable Untouchable

Social Standing
1 Slave 'nuff said
2 Lower Class Laborer
3 Middle Class Merchant
4 Upper Class Well-to-do
5 Baronet A title of honor
6 Baron Leader of minor worlds or major cities
7 Count Leader of minor worlds or major cities
8 Marquess Leader of minor worlds or major cities
9 Duke Leader of major worlds and regions
10 Sovereign The realm is yours

Pseudo-Attributes:

Also, I've added a list of "pseudo-attributes" that might be useful for combined attribute checks.


Intensity Willpower + Strength
Potency Body + Strength
Vigor Reflexes + Strength
Adroitness Dexterity + Intelligence
Agility Dexterity + Reflexes
Focus Willpower + Intelligence
Influence Willpower + Charisma
Fascination Intelligence + Charisma
Charm Social Standing + Charisma

Checks and Saving Throws:

Now, to borrow a page from the D&D system. For ease of reference it is a good idea to list the attribute check value next to the attribute, either on the character's sheets or in the gamemaster's notes. I know the math is simple, but having a "save" to glance at streamlines things a little and helps the new players when you tell them to make an attribute check. In a similar vein, the "pseudo-attribute" check values can be listed on the back of the character sheet, on another sheet, in the GM's notes, etc.

Skills:

As for skills, the following is a table showing your chances of succeeding at an average task, target number 10. It can also give you an idea of your level of mastery and knowledge in that field.

Unskilled (difficult) ??% Inept, you won't succeed except by luck
Unskilled ??% Mediocre, an average man trying something easy for the first time
+0 64% Green, Average, Rookie
+1 72% Green/Regular, Some training
+2 79% Regular, Well-trained
+3 85% Veteran, Experienced
+4 90% Veteran, You rarely miss / fail
+5 94% Elite, Expert
+6 97% Elite, Master, You could train others and train them well
+7 99% Elite, Wizard, You could fight / perform blindfolded

That's it for today. As always, feedback is welcome!

By Jeremey M. Davis


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