Temp CFP

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!rowspan=2| Endurance<>Levels !!colspan=2| WE !!colspan=2| W !!colspan=2| No !!colspan=2| R !!colspan=2| RE !!rowspan=2| EL
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!rowspan=2| Endurance<br>Levels !!colspan=2| WE !!colspan=2| W !!colspan=2| No !!colspan=2| R !!colspan=2| RE !!rowspan=2| EL
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! Cost !! CFP !! Cost !! CFP !! Cost !! CFP !! Cost !! CFP !! Cost !! CFP
! Cost !! CFP !! Cost !! CFP !! Cost !! CFP !! Cost !! CFP !! Cost !! CFP
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| 1 || 2 || 3 || 2 || 3 || 2 || 3 || 2 || 3 || 2 || 3 || 2
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| 0 || 0 ||  || 0 ||  || 0 || 6 || 0 ||  || 0 ||  || 0
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|-
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| 1 || || || || || 500 ||  8||  ||  ||  ||  || 1
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|-
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| 2 || ||  ||  ||  || 1000 || 10 ||  ||  ||  ||  || 2
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|-
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| 3 || 16 || 2500 || 14 || 2200 || 2000 || 12 || 1800 || 11 || 1600 || 10 || 3
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|-
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| 4 ||  ||  ||  ||  || 3000 || 16 ||  ||  ||  ||  || 4
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|-
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| 5 ||  ||  ||  ||  || 4000 || 20 ||  ||  ||  ||  || 5
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|-
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| 6 ||  ||  ||  ||  || 6000 || 24 ||  ||  ||  ||  || 6
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|-
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| 7 ||  ||  ||  ||  || 8000 || 28 ||  ||  ||  ||  || 7
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|-
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| 8 ||  ||  ||  ||  || 12000 || 32 ||  ||  ||  ||  || 8
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|-
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| 9 ||  ||  ||  ||  || 16000 || 36 ||  ||  ||  ||  || 9
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|-
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| 10 ||  ||  ||  ||  || 24000 || 40 ||  ||  ||  ||  || 10
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|-
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| 11 ||  ||  ||  ||  || 32000 || 44 ||  ||  ||  ||  || 11
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|-
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| 12 ||  ||  ||  ||  ||  48000|| 48 ||  ||  ||  ||  || 12
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Cost, above, is in SP. All created characters must spend Skill Points on purchasing some Stamina, otherwise they start the campaign with Stamina 0, which is somewhat problematic.
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If in doubt, choose Normal. Only players who know what they are doing should choose WE or RE, as these have fairly extreme consequences.
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One can argue that all five choices should have a cost of zero, but it may be a good idea to charge a slight cost from stark deviations from the statistical norm, and also WE and RE both have potential for activity-optimizated character creation.
[[Category:Temp]]
[[Category:Temp]]

Revision as of 20:29, 15 March 2012

This is a temporary repository for material pertaining to Combat Fatigue Points, CFP, a resource spent on high-intensity physical efforts, typically in combat. People with white-fibre muscle type are better suited that this than they are at long-term exertion, while red-fibre people are the other way arund.



Endurance
Levels
WE W No R RE EL
Cost CFP Cost CFP Cost CFP Cost CFP Cost CFP
0 0 0 0 6 0 0 0
1 500 8 1
2 1000 10 2
3 16 2500 14 2200 2000 12 1800 11 1600 10 3
4 3000 16 4
5 4000 20 5
6 6000 24 6
7 8000 28 7
8 12000 32 8
9 16000 36 9
10 24000 40 10
11 32000 44 11
12 48000 48 12

Cost, above, is in SP. All created characters must spend Skill Points on purchasing some Stamina, otherwise they start the campaign with Stamina 0, which is somewhat problematic.

Abbrev. Cost Meaning
WE 3 DP Extreme dominance of white-fibre muscle types (fast-twitch). Endurance Levels are quite expensive, so you find it hard to build up stamina for long-term exertion (such as travel), but you get many Combat Fatigue Points (CFP) per Level. This makes you well suited to be a warrior, poorly suited to be a soldier.
W 1 DP Clear dominance of white-fibre muscle types (fast-twitch). Endurance Levels are somewhat expensive, so itis not easy for you to build up stamina for long-term exertion (e.g. travel), but you get more CFP per Level.
No 0 Normal, genetic even balance of muscle fibre types.
R 1 DP Clear dominance of red-fibre muscle types (slow-twitch). Endurance Levels are somewhat cheaper, so you can do long-term effort longer (e.g. travel), but you get somewhat fewer CFP per Level.
RE 3 DP Extreme dominance of red-fibre muscle types (slow-twitch). Endurance Levels are much cheaper, so you can do long-term effort much longer (e.g. travel), but you et markedly fewer CFP per Level. This makes you well suited to be a soldier, but poorly suited to be a warrior.

If in doubt, choose Normal. Only players who know what they are doing should choose WE or RE, as these have fairly extreme consequences.

One can argue that all five choices should have a cost of zero, but it may be a good idea to charge a slight cost from stark deviations from the statistical norm, and also WE and RE both have potential for activity-optimizated character creation.

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