Well, I've been browsing the info on the first character preview, and I jotted down a few notes of things I've been able to deduce from it. See if you agree or disagree, and let's also try and figure out the things I definitely don't know.
Aptitudes
COG: Cognition, your character's intellectual capabilities.
COO: Coordination, your character's ability to harness his morph's dexterity.
INT: Intuition, your character's perceptive skills.
REF: Reflexes, your character's reaction speed.
SAV: Savvy, your character's charisma.
SOM: Somatics, your character's ability to harness his morph's strength.
WIL: Willpower, your character's mental fortitude.
Attributes
MOX: Moxy, supposedly something akin to Edge.
TT: Unknown.
LUC: Presumed to be Luck, otherwise unknown.
IR: Unknown.
WT: Unknown.
DUR: Presumed to be Durability, otherwise unknown.
DR: Unknown, might have something to do with damage.
INIT: Initiative, assumed that the number in parentheses is the initiative modified by implants.
SPD: Speed, assumed to be akin to initiative passes.
Other notes:
Knowledge skills seem to include: Academics, Art, Interests, Language, Networking and Profession.
The trait ambidexterity has multiple levels, higher than 2 presumed to be necessary for creatures with more than 2 hands.
Certain morph traits seem to be represented as implants; octopi have chameleon skin and suction pads on their limbs (Grip Pads).
Motivations likely go both positively and negatively to represent movements and such that you might want to forward or hinder respectively. Might have in-game benefits.
So, what does everyone think?
Aptitudes
COG: Cognition, your character's intellectual capabilities.
COO: Coordination, your character's ability to harness his morph's dexterity.
INT: Intuition, your character's perceptive skills.
REF: Reflexes, your character's reaction speed.
SAV: Savvy, your character's charisma.
SOM: Somatics, your character's ability to harness his morph's strength.
WIL: Willpower, your character's mental fortitude.
Attributes
MOX: Moxy, supposedly something akin to Edge.
TT: Unknown.
LUC: Presumed to be Luck, otherwise unknown.
IR: Unknown.
WT: Unknown.
DUR: Presumed to be Durability, otherwise unknown.
DR: Unknown, might have something to do with damage.
INIT: Initiative, assumed that the number in parentheses is the initiative modified by implants.
SPD: Speed, assumed to be akin to initiative passes.
Other notes:
Knowledge skills seem to include: Academics, Art, Interests, Language, Networking and Profession.
The trait ambidexterity has multiple levels, higher than 2 presumed to be necessary for creatures with more than 2 hands.
Certain morph traits seem to be represented as implants; octopi have chameleon skin and suction pads on their limbs (Grip Pads).
Motivations likely go both positively and negatively to represent movements and such that you might want to forward or hinder respectively. Might have in-game benefits.
So, what does everyone think?
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Moxie is akin to edge or action points but works slightly differently.
TT is trauma threshold. The amount of mental stress you can take before suffering a derangement.
LUC is lucidity. How sane you are.
IR is insanity rating. If you ever get more mental stress than this you go pretty barking mad.
WT is wound threshold. The amount of physical stress you can take before suffering a wound.
DUR is durability. How tough you are.
DR is death rating. Morph go boom.
Knowledge skills belong to a class of skills we've termed field skills. So you'd read them in the rules as knowledge(field) or hardware(field) or profession(field) and fill in the specific field. We have common suggestions for each in the book but the sky's the limit really.
And finally motivations affect the regeneration of moxie.
Hope this helps.
Brian Cross
Posthuman Studios
Brian Cross
Posthuman Studios