October 23rd, 2008

This page covers common terms common to all spheres, such as Attributes and the ‘Rules of Averaging’. These common elements form part of the universal framework of each Sphere. The framework and acts as part of the ‘bridge’ between all Spheres. Having common elements allows all the Spheres to be interoperable.


These Attributes and their associated ‘Modifier Groups’ are common to all Spheres. These define an individual’s abilities in the game world. Each Attribute is assigned a numerical value. The Attribute value is set and cannot be changed, as it is an innate, inborn, ability (‘god given’ or ‘genetic’). Whereas the associated Modifier Group can be changed through experience and training and is used to enhance or degrade the Attributes in a given situation.

Each Attribute has a positive and negative aspect. More details are given under the descriptions for each Attribute.

If you are a war gamer or RPGer then take a close look at these Attributes as they shift the common paradigms. I have written a post in an attempt to explain this in a blog post ‘Paradigm Shift‘.


This Attribute defines how a characters psychological reaction to a given situation; whether they they are egoistical (selfish) or altruistic (towards an affiliated group).

The Attribute value is given as a range of 1-10.

The active mode of the stat is tested by rolling equal to or under the Attribute value. This is used when a character take a leadership role or stands up for themselves and pushes forward ideas to a group. It is used to resist fear and fightback. Rolling over the Attribute denotes fear or compliance (depending of the threat).

The passive mode of the Attribute is tested by rolling over the Attribute value. This is use to tell people what they want to hear, to be deceptive, and build agreement. Rolling over the value denotes a failure to appease.

Negotiation is a mixture of the two, putting forward proposals with active rolls, twisting everything to your advantage with passive and conceding bit you do not care for to preserve that which you do. Failed passive rolls means the opponent figure out you are not being truthful and may discern your true intent.

Mentality Attribute details

This is the modifier group for Mentality. The categories within this group are defined by social norms, cultural skews and life experience. These are given as bonus and penalties to the Attribute.

Attitude modifier group details


This is based on the humanoid framework and denotes the human sense and control systems in performing actions as defined in the Reflex group. It forms a fundamental part of Agility in unison with Stature. The Action Attribute is the primarily backed up and supported by Stature.

Active = Actions and movement, doing stuff

Passive = waiting about, sleeping, chilling out (part of healing function).

Action Attribute details


Repertoire modifier group details



Active = to learn new

Passive = to recall known or preconceive facts




Positive = backing up actions ‘positive’ – combat strike impacts, resisting blows

Negative = backing up actions ‘negative’ – stealth, hiding, avoidance

Note: speed is interesting at is relates to power and fitness, but also size, as smaller is faster to dodge, but larger can have arm strike which are faster than the smaller body can move. This is tentatively put in as ‘neutral’ though I suspect it will be twisted to match ‘active’ Actions.

Hmm,  means a Rhino is fast, just as fast many smaller animals, but it has trouble dodging, so the passive ability has to be taken into account – perhaps small size is passive and is used to denote how much the animal has to move about, take one from the other?



Technique Attribute value range

For individuals as used in the Technique Sphere. This is quite a large range similar to other percentile based gamed – except is also includes are rank system for calibrating 100% tasks which are counted as ‘auto-success’

M.A.R.S: Mentality/ Acuity/ Reason/ Stature

These are given in a range of 1-10 (under the core rules, under advanced they are 1-100)

Modifier Groups
A.R.T.S: Attitude/ Reflex/ Tenet/ Status

These groups are given in a range of 1-100. This is considered the base level for all abilities defined within the group. There are additional modifiers award for training in specific tasks, which are added to the base level when performing that task (only).

Auto Success
Auto-success are based on the Attribute and the assumed automatically completable takes for that Attribute at a given level.

For example, it can be assumed that an able bodied person of around Stature 6, can automatically lift a bag of sugar under ‘normal’ conditions. This is because the bag of sugar is much lighter than such a person and what they could potentially lift.

For a given Stature (as defined by the Stature stat) we can work out a range of weights that we can assume such a person could lift automatically. Any attempt to lift a weight within this range is considered an automatic success. 100%. However what happens when we go above this range of weight that are assured of automatic success?

For game purposes we can calibrate what the average ability of a non-specialised human of a given Stature can lift at 50% chance. Obviously all humans are not the same, but we can calibrate all humans to this average. This average is referred to as the ‘standard’ for that rank. Therefore a human of Stature:6 Strength:50 is the ‘average’ for that group, and therefore has a 50% chance of successfully overcoming the ”standard’. A humans of Stature: 6 Strength:40 is slightly lower than the average, and a human of Stature:6 Strength:80 is higher than average. This percentage chance, as it is a group stat, covers all the tasks covered by that group.

This can be written in shorthand as ‘Stature:[email protected]’ (average for Stature:6), and then combined with skills such as: Stature:[email protected]/ lifting:+10 (70)

Over 100%?
Humans train to improve themselves and their abilities. This can raise their chance of successfully lifting the ‘standard’ to over 100%. This could simply say give their stats at over 100, such as; 120%.

However 120% this is an ‘automatic success’ and following the ethos of the game we could say that the Attribute has been effectively raised. This would push the person’s abilities into the next higher Attribute, a fella with Stature:6 and Strength:120 is operating at a Strength level of Stature:7 Strength:20, but they do not have the other advantages of that Stature level such as increased stride and reach in combat. To get around this we can use ‘ranks’ which are basically blocks of ‘100%’ so rank:0 is ‘+0’ and rank:5 is ‘+500%’

Therefore for a skills like shooting, the ‘standard’ at rank:0 is 50% (the average of human ability at this rank). This would be written at ’50’ the Rank:0 is assumed (no rank means ‘0’). Rank zero would be a raw novice and what is expected of a person when given a couple of hours of tuition.

A person with rank:5 would ace rank:0 shooting tasks, and shooting ranges. They would still have a standard for ‘rank:5′ and the (arbitrary) average would be ’50’. This is written as [email protected] A person with [email protected] skill level can engage in rank:5 shooting tasks (as defined by the rank) and will be successful 50% of the time.

This can be written in shorthand as Acuity:[email protected] (average for Acuity:6), and then combined with skills such as: Acuity:[email protected]/ Shooting:[email protected]+13 ([email protected])

Tactical Attribute value range

These Attributes can be rounded up to the nearest ’10’ for use in the Tactical Sphere (basically just knock of the ‘units’ of the Technique Attribute and use only the first number, i.e. ‘Attribute:33’ would become ‘Attribute:3’)

Attribute range 1-10
M.A.R.S: Mentality/ Acuity/ Reason/ Stature

Modifier Groups
A.R.T.S: Attitude/ Reflex/ Tenet/ Status

Group Attribute

In tactical games which often have many troops in play the stats the averaged over a group. This means all members of a given group (rank and file) are assumed to have the ‘averaged’ group stat (ie, if all the unit have a stats ranging from 3-5 in equal proportions then use ‘4’ for all those in the unit – regardless of what their individual stat would be. most of the time this is not needed as many in the unit are of a similar training level and while their specific Technique Stats may vary in ‘reality’, the chances are most fall within the same ‘tens’ range.)

Special character and leaders can be isolated from this group and retain their own stat (as if they were to be included in the averaging they are not numerous enough to raise the stats of the group, but they will loose their own high stats)

Attribute range 1-10
M.A.R.S: Mentality/ Acuity/ Reason/ Stature

Modifier Groups
A.R.T.S: Attitude/ Reflex/ Tenet/ Status

Group leaders who are isolated from the group averaging may used their own stats for group control. This means a group with relatively low averaged Mentality stat may benefit from their leader’s abilities. The leader may also enhance ARTS modifiers like ‘Attitude’ to make bond the unit into team, and induce camaraderie.

Strategy Attribute value range

Usually the stats are averaged over the whole army, or the ‘lowest common denominator’ is used; such as movement speed of the core army is usually limited by the slowest moving units in the army, desertion rates are based on the lowest Mentality scores.

The only stand out stats are those of the army’s leaders, which bolster the army and play a integral part in how the army performs, and nullify its weaknesses through the manipulation of ‘Attitudes’ and therefore derivatives under this category such as ‘Morale’.

Politico Attribute value range

Same as the Technique Sphere, but concentrating of mental attributes and communication.

Category: Prototype Rules Page

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