CPS:Characteristics

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NOTICE[edit]

The CPS system is not currently in use by the VEN or STC.

Body
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Description
The physical side of a character, Body represents how strong, nimble, or healthy she is. Any simple physical task a character undertakes involves a Body characteristic. Specific uses are listed within each metier.
Metiers
Strength
(muscular)

Tasks such breaking down a door, punching a hole in the wall (hitting a moving opponent requires combat skill), lifting a gate, arm-wrestling an opponent, clutching a bulkhead to prevent being sucked out into space during a hull breach, etc.
Dexterity
(agile)

Tasks such as throwing or catching objects, running or swimming a short race (sprinting), climbing a tree or scaling the wall of a mansion, tightrope walking, performing an impromptu waltz (although the Arts skill can be used to better effect), avoiding tumbling off a balcony edge when our dueling opponent has forced you to its lip, etc.
Endurance
(good stamina)

Tasks such as resisting the effects of a poison, disease, or radiation, running or swimming a long-distance marathon, holding one's breath, withstanding high or low pressures or gravities, etc.
 
 









Mind
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Description
The intellectual side of a character, Mind represents intelligence, awareness, and technical (or scientific) proficiency. Any task involving perception, thought, reason, or willpower involves a Mind characteristic. Specific uses are listed within each metier.
Metiers
Wits
(quick or logical thinking)

Tasks such as puzzle solving, deducting an enemy's evil plot, etc.
Perception
(alertness)

Tasks such as noticing a hidden object or foe when you aren't looking for it or expecting it (active awareness uses the Observe skill), realizing that something is out of place or not exactly where you last saw it (foiling espionage), or recognizing the tell-tale sign of a Moff's perfume or gas leak, etc.
Tech
(knack for understanding technology)

Tasks such as deciphering the purpose or use of a piece of machinery, realizing that something is about to break down before it shows any obvious signs ("Do you hear that pinging noise? I think the hydro-couplings are loose."; active repair uses the Tech Repair skill), figuring out what type of device another person is using or carrying ("Yep those are military-grade Thermal Detonators. Illegal to be carried by civilians in VE space..."), etc.
 
 









Note: When increasing levels in the Spirit characteristic, make sure you choose one of the two options and record it as: # Option. For example, someone choosing Calm who has a level of 3 will record it as 3 Calm. The higher the level is the more your character will act that way. Lower levels indicate moderation.

Spirit
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Description
The emotional side of a character, Spirit is a broad category that covers everything from how a character interacts with others to the passions that drive him. Any task involving emotions or inner quandaries that a character undergoes involves a Spirit characteristic. Specific uses are listed with each metier.
The metiers associated with a Spirit characteristic come in opposed pairs, representing the psychological duality of the humanoid condition. You may only choose one out of an opposed pair and may not spend points on its opposite.
Metiers
Extrovert
(social-oriented)

vs.

Introvert
(intuition)

An extrovert is good at tasks such as working well with others, identifying imposters, identifying someone's rank and faction if it's not obvious, identifying where someone is from by his dress or accent (as long as you are familiar with the place also), etc.

An introvert is more familiar with intuition and interior landscape; he is well connected to his right-brain or intuitive functions (Wits represents the left-brain or reasoning capability). Introvert involves tasks such as getting an inkling of imminent trouble when walking into a room (a feeling of unease), remembering forgotten facts, events, or repressed memories, recovering from psychological traumas, etc.
Passion

vs.

Calm

A passionate person can invoke his passionate commitment to some cause or ideal, get someone;s help with a genuine plight or cause, convince skeptical Inquisitors that he is telling the truth (as long as he really is; lying uses the Knavery skill), etc.

A calm person can ignore taunts and insults or honeyed words and logical arguments, steady his hands for a long-term task, etc.
Faith
(following a higher ideal)

vs

Ego
(self-confidence)

A faithful person can resist violating the tenants of his faith or higher ideals, harangue someone with the same faith/ideals to make her feel guilty, etc.

An egotistical person has lots of self-confidence and esteem. He cannot resist violating his self-image, harangue an official to make her doubt herself, resist peer pressure, etc.
 
 









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