A Simple Mathematical Model

After having made an exquisitely complex mathematical model, I am trying to make something simple that will take a back seat to role play, and not confuse new players. It is modelled after White Wolf, and in another sense after the computer language Smalltalk; I am trying to make a rule sheet that is very short and sweet.

In this model, you have four attributes: Physical, Mental, Social, and Other. Each of those attributes is rated 1 to 5: 1 is below average, 2 is normal, 3 is typical for adventurers, and 5 is highest possible. The value of these attributes is determined by you and the game master, at whatever most appropriately represents your character. The Other attribute is one you specify: could be charisma, or understanding of other people, or dexterity, or knowledge. It should be chosen in an area that tells more about your character than just Physical, Mental, and Social would have. You also have skills/abilities, each rated at between 0 and 5; skills can be anything appropriate; a suggested list is as follows:

Acrobatics/Tumbling, Acting, Animal Handling, Animal Training, Anatomy, Anthropology, Appraisal, Artistic Ability, Attack, Balance, Biology, Blacksmith, Blind Action, Bowyer/Fletcher, Brewing, Building, Carving, Carpentry, Catch, Ceremonies, Charioteering, Chemistry, Climbing, Clockwork Device Craftsmanship/Engineering, Cobbling, Cooking, Cold Tolerance, Cultures, Dancing, Dodge, Endurance, Engineering, Etiquette, Farmer, Fencing, Fire-Building, Fisher, Gambling, Gardening, Geography, Guess Actions, Haggling, Hear Noises, Heat Tolerance, Heraldry, Herbalism, Hide, History, Hunting, Illusionism, Improvisation, Incense, Janra-Ball, Jewelry, Juggling, Jumping, Jury-Rigging, Languages, Leadership, Leatherworking, Literature, Mapmaking, Massage, Mathematics, Mediation, Medicine, Mining, Move, Musical Composition, Musical Instruments, Navigation, Open Locks, Persuasion, Philosophy, Physics, Poetry, Pole Vaulting, Pottery, Public Speaking, Pyrotechnics, Reading/Writing, Read Emotion, Repair, Riding, Rope Handling, Sailing, Search, Shouting, Singing, Smell Creature, Sports, Stonemasonry, Storytelling, Strategy Games, Swimming, Symbolic Lore, Tactics, Tailoring, Technology, Technology, Theology, Throw, Tightrope Walking, Tracking, Trivia, Ventriloquism, Weather Sense, Weaving, Wilderness Survival, Withdrawing, Woodlore, Wrestling

You start with a total of 10 points to distribute between all

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