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Advancement
Points
Advancement points
(AP) are used to advance character skills, mutation skills, and
attributes. Characters earn 2 AP for every 1/10th of a level they
achieve (as well as through other means) and these AP may be spent
in any manner the player wishes. Each skill and mutation skill has
two attributes that limit how high that particular skill can be
raised and the attributes must be raised for the skill to reach the
maximum available at that level. One AP will raise a skill by 1
point, 5 AP will raise an attribute by 1 point. Most characters can
have 3-5 attributes and 3-5 skills at the maximum level for most of
the game if they so choose.
Attributes
These are the basic abilities of a character. They all begin at
level 11 and increase 1 point per level, in addition to points
gained through APs. APs can raise attributes up to 50% higher than
its base value for a given level. The attributes used in Fallen
Earth are the following:
| Strength |
Affects Melee and Armor Use
skills and has a minor effect on hit points. Determines
weight allowance and how much gear can be carried by a
character. Also affects some mutation skills. |
| Endurance |
Affects health and resistance
to damage, Athletics skill and Armor Use Skill. Greatly
affects Hit Points and Stamina. Also affects some
mutation skills |
| Coordination |
Ability to control body's
movements and affects Dodge, Athletics, and
Stealth skills. Also affects some mutation skills |
| Dexterity |
Control over hand movements
and affects Rifle, Pistol, and Melee skills as well as
some mutation skills. |
| Intelligence |
Affects learning and problem
solving abilities and establishes limits on all trade
skills, along with Perception. Slightly affects
Bio-energy and affects some mutation skills. |
| Willpower |
Force of Will. Affects all
mutation skills and greatly affects Bio-Energy and slightly
affects Stamina. |
| Perception |
Acuity of senses. Helps see
through Stealth abilities. It affects nearly every skill
in the game (Rifle, Pistol, Dodge, Group
Tactics, First Aid), though usually to a minor extent.
Establishes limits on Tradeskills. |
| Charisma |
Interpersonal skills which
affects faction relations, prices when buying and
selling from NPCs, managing NPCs and pets, etc., and shares in NPC-run
farms/ranches/mines/factories you can have. Also affects
the Group Tactics skill and some mutation skills |
Resources:
8, 12, 16, 23, 26, 36, 42, 46, 92, 95, 119
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