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As the above table indicates,
each Attribute has two corresponding Edges. For example, Physique is
the base Attribute for both the Strength and Constitution Edges.
Attributes and Edges are commonly annotated as [Attribute (Edge) N (+-M)]
or, as an example: Physique (Constitution) 3 (+1). This example
indicates that the persona has an overall Physique of 3, but for tests
which apply to Constitution, her effective Physique is a 4 (adding the +1
Edge to her base Physique). A persona can have more than one Edge
for an Attribute. The example persona just mentioned might also have
a Coordination (Dexterity, Quickness) 4 (+1,+2). This indicates that
her base Coordination is a 4, but her Dexterity is effectively a 5, and
her Quickness is effectively a 6. |
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Note: in this modified system,
a Geoza attribute is roughly comparable to twice its rating in Aria
terms. A Coordination of 4, for example, would be the equivalent of
an Attribute of 8 in the Aria system. There are some associated
changes to other characteristics. |
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Attributes are important,
because the effective Attribute rating is the number of d10's rolled for
any given test (ignoring 0 and 1, and keeping the highest). In summary, an Attribute
rating of 2 is average for a human, and an Attribute rating of 6 is the
maximum possible for a human without supernatural aid (and even a 6 cannot
be achieved without a special background trait). An attribute rating
of 5 is the
normal maximum for most humans. A human with a Physique (Strength) of 5 is
equivalent to a champion body-builder or weight lifter, for example. |
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Tests |
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Each skill has a corresponding
default Attribute or Edge. Under most circumstances, that is the
Attribute or Edge to use when rolling a test for that skill. Roll a
number of dice equal to the effective rating of that Attribute or Edge,
and keep the highest die. Add that die to the skill of the persona
making the test, and compare the result to the assigned Difficulty
rating. The difference between the result of the die + skill rating
and the Difficulty rating determines the Degree of Success, according to
the following chart: |
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Degree of Success |
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Result - Difficulty
Difference |
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Mythic Success |
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+11 or better |
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Extraordinary Success |
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+7 to +10 |
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Superior Success |
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+4 to +6 |
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Complete Success |
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+2 to +3 |
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Marginal Success |
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+0 to +1 |
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Marginal Failure |
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-1 |
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Complete Failure |
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-2 to -3 |
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Serious Failure |
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-4 to -6 |
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Miserable Failure |
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-7 to -10 |
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Catastrophic Failure |
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-11 or worse |
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This is slightly modified from
the standard Aria chart, to reflect changes in Difficulty levels and the
altered probabilities of the Geoza Attribute system. Note: unlike
the ICON system, there is no "Drama Die" in the Geoza system.
Instead, note all of the dice rolled, and and
increase the Degree of Success obtained by one level for every
"0" rolled. Every "1" rolled cancels out the
effects of a "0." If there are more 1's
than 0's, then the Degree of Success is reduced by one level (no matter how many
1's are rolled, the Degree of
Success is only reduced by one level). |
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For example, if a persona has a skill of 6,
and rolls four dice against a Difficulty of 4, the result of rolling (1,
1, 5, 0) would be an Superior Success, not an Extraordinary Success.
The persona would keep the 5 as the highest die rolled (setting aside the
0 and 1's for now), and add that to
her skill of 6. The result of 11, minus the Difficulty of 4 is 7. Ordinarily, that would be an
Extraordinary Success. However, she
rolled more 1's than 0's, and so her Degree of Success is reduced to
Superior. |
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This modified system allows for
a pseudo open-ended result system, without having to
roll dice more than once. These changes also encourage
quicker character creation and quicker action resolution, but still retain the
1-10 ranges of the Aria skill system. |
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Characteristics
Changes |
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Several other Aria characteristics need
to be altered as a result of the changes to the attributes.
Charisma, for example, is no longer a derived trait, and Faith is
now an attribute. |
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Insight remains an independent
attribute,
but its range will now be from 1 - 6, just as the other attributes.
Skills based on Insight function just as other skills, rolling a number of
dice equal to effective Insight, etc. |
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Some physical traits have also
changed. Frame is now a derived trait, equal to twice the Physique
of the persona, plus one point per Edge with a positive value (i.e. add
one point to Frame if one Edge has a +1 or +2, add two points to Frame if
both Edges have a +1 or +2. Similarly, subtract one point from
Frame for each Edge with a negative value). Various Heritage Groups may have Frame modifiers,
which are added to the results obtained from the persona's Physique.
Most humans, for example, add 2 to their Frame if they are males, or add 1
to their Frame if they are females. Hsytha (a Hssuga Heritage Group)
by contrast add 4 to their Frame, male or female. |
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The Height trait remains
unchanged, as are the various formulas for deriving Weight and Trauma
Resistance. |
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The Aria Physique Trait is now called "Somatype"
and is slightly altered. Modifiers to attributes become modifiers to
Edges instead. Use half the suggested Aria modifier, rounded up, as
a modifier to the appropriate Edges. For example, an Obese persona
would have a -2 Edge modifier to Quickness and Dexterity. Assuming
the persona had no previous Edges for a Coordination of 2, they would now
have a Coordination (Dexterity, Quickness) of 2 (-2,-2).
Effectively, whenever Dexterity or Quickness are applicable (almost
always), the persona's effective Coordination would be zero.
Essentially, they are only able to perform the most routine physical
movements. Anything that would challenge a less obese person, even
slightly, they would find impossible, unless they are able to substitute
another Attribute (such as Physique) in the test. |
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Persona Development |
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Because of the simplified Attribute and
Test systems used in Geoza, persona development must function differently
as well. Most aspects of Aria persona development remain, although
some are much simpler. |
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Background
Development Costs |
Attributes |
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3 points |
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Edges |
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1 point |
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Skills |
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2 points |
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Specializations |
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1 point |
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Renown |
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3 points |
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Background Aspects |
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variable (default 1 point) |
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Aria "Expertises" are now
simply Skills, and there is no distinction
between Talents, Abilities, or Disciplines. There are two types of
skills - untrained and trained. Untrained skills are noted with a
"U" in parentheses after the skill name in the skill
listing. Untrained skill tests may be attempted without any actual
skill - even if the persona lacks any skill rating whatsoever, he may
still attempt the skill. Trained skills, in contrast, require a
skill rating of at least 1 to even attempt the test using that
skill. |
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Each persona starts with an appropriate
Heritage Template. This establishes his base Attribute ratings
(perhaps with an Edge or two), and possibly some base skills as
well. Additional physical and social characteristics are listed, and
recommended or innate Background Aspects are also listed. |
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The persona also has a number of
Development Points (DP) to allocate. The amount of DP a persona has
available depends on their age and the Mythguide's choice.
Generally, personas will have 7 DP per year of age at the start of the
game. The number of DP per year of age may be increased or decreased
by the Mythguide according to his preference. Alternatively, the
Mythguide may establish a base number of DP, regardless of age, plus a
reduced amount per year of persona age (80 DP + 3 DP per year of age, for
example). Such a method may encourage younger personas, or at least
not overly reward older personas by comparison. |
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The player may now spend additional DP
to raise Attributes or Edges, purchase Background Aspects, Vocational
Templates, Renown, Insight, etc. DP may also be spent to increase
Skill ratings. Unfavorable Background Aspects will grant additional
DP (unless such aspects are acquired as a result of a Heritage or
Vocational Template). |
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Myth
Points |
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Myth points are special points that
players can spend to improve the results of a persona test. Most
personas have a pool of 3 Myth points, but some may have a greater or
lesser pool as a result of Background Aspects. A player can spend as
many Myth points as their persona has available on any test, but once they
have been spent, they are gone. Personas may regain additional Myth
Points by spending experience points, at the cost of one experience point
per Myth Point. Personas may not purchase more Myth Points than the
size of their Myth Pool. The Mythguide may also award Myth Points to
a persona for some especially dramatic or significant action or role
playing event - this may temporarily increase the persona's Myth Points above
their pool limit, but should not remain so after that game session (i.e.
if such an award raises their Myth Points above their pool limit, they
must use the award in that same session or lose it). |
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Each Myth point spent on a test improves
the Degree of Success for that test by one. If a persona has just
achieved a Marginal Failure on a test, for example, by spending one of
their persona's Myth points, they could improve that result to a Marginal
Success (or, by spending two Myth points, they could improve it to a
Complete Success). Typically, the Mythguide will attribute the
change in resolution due to Myth points as being the result of luck or
some external coincidence or influence. The result should be
dramatized as much as possible, given the circumstances, because the
expenditure of Myth points represents a significant event, even if the
test would otherwise have been routine. Myth Points represent a
tremendous investment in persona experience, and should be used wisely. |
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Note: Myth Points as described above
function differently from the standard Aria Myth Point rules given on
pages MC96-97. |
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