Iconoclast

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GENERAL INFO
    • RPG Main

ATTRIBUTES
    • Primary
    • Secondary
    • Tertiary

CORE RPG RULES
    • Administration
    • Icon Generation
    • Skills
    • FORGE System



© 1996-2008
æthereal FORGE ™



The MUD Slide


Iconoclast -- RPG -- Primary Attributes

Physical Endurance
________________________
1 - lowest possible attribute/tissue paper
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum psycho/rager
35 - maximum shifter

While all physical attributes overlap to a certain extent, endurance focuses more on the strength of one's immune system: the ability to stay awake and active longer; the resilience of one's skin, muscle and bone. A person with a high physical endurance would be able to run a longer distance, resist more damage to his/her body, and maintain normal health without food and water for longer periods of time.

Physical Endurance is of importance to Psychos, Ragers and Shifters. Daemons, Spectres and Vampires tend to lack much Physical Endurance.

Physical Strength
________________________
1 - lowest possible attribute/gerbil
0 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum goth/shifter
35 - maximum rager
50 - maximum humanoid cyborg strength
60 - power armor assisted human
80 - non-assisted power armor/mecha

Physical strength is a measure of your body's ability to deal out raw, offensive power. Though all of the physical attributes are intertwined, physical strength focuses more on muscular tone, lifting power and the strength of a punch. A person with a high physical strength would be able to run faster, leap higher, punch harder and lift more.

Physical Strength is of importance to Goths, Ragers and Shifters. Daemons, Savants and Vampires tend to lack Physical Strength.

Physical Potential
________________________
1 - lowest possible attribute/charcoal
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum vampire
35 - maximum goth

Physical potential is a measure of your body's ability to build itself up and to go beyond present capabilities. Someone with high physical potential would be able to master physical skills faster and be better equipped to raise their physical abilities beyond present levels.

Points "lost" from other physical attributes which exceed 25 (or your genotype maximum) trickle down to Physical Potential. Later, during gameplay, you will roll against your Physical Potential if you ever have the chance to increase a physical attribute.

Physical Potential is of importance to Goths and Vampires. Daemons, Psychos and Savants lack Physical Potential.

Physical Agility
________________________
1 - lowest possible attribute/snail
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum daemon/morph
35 - maximum spectre

Physical agility is a measure of your body's ability to react to events and avoid them if necessary. While all physical attributes do overlap some, physical agility focuses more on one's reflexes, reaction time, dexterity and flexibility. Someone with a high physical agility would be able to dodge a blow, climb a wall, squeeze through a fence and do acrobatics better.

Physical Agility is of importance to Daemons, Morphs and Spectres. Psychos and Shifters are not as physically agile.

Physical Mutation
________________________
1 - lowest possible attribute/carbon atoms
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum goth/shifter
35 - maximum morph

Physical mutation is a measure of your body's deviation from the norm. In short, it is a measure of how abnormal you are, in appearance and ability. Someone with a high physical mutation could have any number of mutations-- anything from a few missing ribs to hidden Goth abilities to being double- jointed. Higher scores have an equal chance of bringing both good and bad mutations.

Physical Mutation is of importance to Goths, Morphs and Shifters. Spectres and Savants are not very physically mutated.

Mental Endurance
________________________
1 - lowest possible attribute
5 - You were dropped as a child. Repeatedly.
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum psycho/rager

Mental endurance is a measure of the mind's ability to keep working despite mental Trauma, stress or lengthy periods of danger, as well as to work out problems with lower-level, or "instinctual" responses, as opposed to the higher-level thinking involved with mental strength. While all mental attributes do overlap, mental endurance focuses more on wisdom, willpower, wit and sheer determination.

Mental Endurance is of importance to Psychos and Ragers. Goths, Shifters and Vampires are not known for their mental endurance.

Mental Strength
________________________
1 - lowest possible attribute/confused parakeet/ferret
5 - Your house had a lot of lead paint in it
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum spectre/vampire
35 - maximum savant

Mental strength is a measure of the mind's raw processing power and intelligence. While all mental attributes do overlap, mental strength focuses more on memory and IQ. Someone with a high mental strength would perform better on a test, have stronger mental abilities, and generally be considered "smarter" than someone else.

Mental Strength is of importance to Savants, Spectres and Vampires. Goths, Morphs and Ragers tend not to have a lot of mental strength.

Mental Potential
________________________
1 - lowest possible attribute/dental floss
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum savant
35 - maximum vampire

Mental potential is a measure of your brain's ability to build itself up and to go beyond present capabilities. Someone with high mental potential would be able to master intellectual skills faster and be better equipped to raise their mental abilities beyond present levels.

Points "lost" from other mental attributes which exceed 25 (or your genotype maximum) will trickle down to Mental Potential. Later, during gameplay, you will roll against your Mental Potential if you ever have the chance to increase a mental attribute.

Mental Potential is of importance to Savants and Vampires. Morphs and Psychos do not have a lot of mental potential.

Mental Agility
________________________
1 - lowest possible attribute/moss
5 - You were dropped as a child. Repeatedly.
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum morph/spectre
35 - maximum daemon

Mental agility is a measure of the mind's quickness of reaction, emotional responses, general charisma and attitude. While all mental attributes overlap, mental agility focuses more on being able to talk oneself out of a situation, quickly adapt to drastic changes in a situation, think one's way around a problem and, if necessary, to bluff or con one's way out of a bad situation.

Someone with a high mental agility would be seen as quick-witted, a bit of a con-artist, and someone with a tough attitude or a rather dominating personality. This is not necessarily a negative, as salesmen, politicians, thieves, lawyers and many others depend on their "slick talk" to sway minds.

Mental Agility is of importance to Daemons, Morphs and Spectres. Goths, Ragers and Shifters are not known for their mental agility.

Mental Mutation
________________________
1 - lowest possible attribute/amoeba
5 - You're as exciting as vanilla ice cream
10 - 20 - average human range
25 - maximum human or other genotype (if not listed hereafter)
30 - maximum daemon/savant
35 - maximum psycho

Mental mutation is a measure of your mind's deviation from the norm. In short, it is a measure of how abnormal your mind is. Note that "abnormal" does not necessarily mean "brain-damaged," although many mutations can cause psychoses and other mental problems. Many mental mutations can also bring about latent psychic powers, such as clairvoyance or "deja vu."

Mental Mutation is of importance to Daemons, Psychos and Savants. Morphs, Ragers and Spectres are not known for Mental Mutation.


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