Аt the moment, any character has 5 basic parameters:
- luck
- intelligence
- charisma
- notoriety
- lawfulness
In total, there is a proposal to make the following basic parameters:11:48 <Gliese852> impaktor: do you know what determines the choice of these 5 character parameters (luck, intelligence, charisma, notoriety, lawfulness)
11:49 <sturnclaw> IIRC they're set to default (maximum?) values for the player and generally not used except in one place (the "repair ship" button)
11:49 <sturnclaw> *generally not used for crew members except in one place
11:50 <Gliese852> sturnclaw: I think it's something unfinished
11:51 <Gliese852> I'm interested, for example, where is the kindness?
11:53 <Gliese852> Are these 5 parameters the most representative of the character? (I want to say that we should not increase their number, maybe we should change some?)
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13:16 <impaktor> Question is: what skills can be made relevant in the current game? Charisma = can get better missions, with lower reputation?
13:17 <Gliese852> impaktor: yes, maybe better bargain
13:18 <Gliese852> more money for the mission, cheaper crew
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16:43 <Gliese852> impaktor: Here are my top 5 character traits: strength, perseverance, intelligence, honesty, empathy. What do you think?
16:48 <impaktor> If you can think of a way to hook them into the game, go for it.
16:49 <impaktor> If we want traits that are unused, just as place holders, for what's to come, the 4 usual ones are ST, DX, IQ, and ... HT
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11:46 <sturnclaw> Of the stats we have right now: notoriety is a measure of reputation not intrinsic physical or mental attributes (remove); lawfulness is only really useful if the player is a pirate or some other evildoer and there is appropriate gameplay to support that (keep); luck is completely redundant given that we're already rolling dice (burn with fire) and intelligence should probably become knowledge. Rolling a simple stat+skill check (of any sort whether GURPS specific or homebrew) should suffice for NPC actions.
11:51 <sturnclaw> Gliese852: of your list of character attributes, I'd generalize it to Strength, Vitality, Knowledge, Lawfulness, Charisma, and I'm very iffy about Strength as it's too broadly generic (every action taken could be a Strength check / it overlaps with Vitality too much)
11:53 <sturnclaw> Intelligence generally maps to the wrong thing - Knowledge encompasses both theoretical learning and wisdom or "street smarts", instinctual knowledge and reasoning gained from experience
11:53 <impaktor> Sounds good to me. A single variable "reputation" doesn't say if it's good or bad, but I guess lawlessness captures that.
11:53 <sturnclaw> Same with honesty -> Lawfulness (more accurately, Morality, but it's less clear and can have different definitions to different people)
11:54 <impaktor> At the moment, I don't see any place where strength would be used in pioneer.
11:54 <sturnclaw> impaktor: reputation / notoriety would most likely be a signed number, high positive values mean you're known for good deeds and high negative values means you're known for bad deeds
11:55 <sturnclaw> Lawfulness isn't a derived stat - it controls things more like whether the crew member would try to skim some extra pay on the side, or rat you out for piracy if you try to dock in a lawful system
11:56 <sturnclaw> rep/notoriety would be the traditional "lawless / goody two shoes" divide, influenced at character creation from lawfulness and a random dice roll and then modified over time from actions in the crew and a limited impact from the player's actions
12:00 <sturnclaw> of the five stats I mentioned, they would be "intrinsic" to the character and not easily modified (if at all) - skills could be modified by actions taken (learning/atrophy/damage) during the crew member's tenure, and "reputation" stats (e.g. Reputation, number of kills, rating etc.) would be controlled the most by the character's "history"/"event log" during generation and as an active crew member
- strength
- vitality
- knowledge
- lawfulness
- charisma