What Do Traits and Goals Mean?
In previous editions of Fading Suns, many traits ran on a scale from 3 to 10, and characteristics and skills were the only determinant of ultimate success. The sourcebooks were unclear about what the average trait rating was, and in general, divining actual competency from trait numbers was difficult.
On the Star Crusade MUX, traits run from 1-10, and the rating in a trait - as well as the overall characteristic + skill goal - have more clear definitions as follows.
Trait Ratings and Qualitative Skill
Traits - skills and attributes - are on a one through ten scale. Here is what that scale means for traits in terms of actual expertise. In general, most statistics and professional skills range between 3 and 6.
- 1 - Feeble or Crippled / Rank Amateur
- 2 - Weak / Beginning Apprentice
- 3 - Below Average / Experienced Apprentice
- 4 - Low Average / Junior Professional or New Journeyman
- 5 - High Average / Skilled Professional or Journeyman
- 6 - Above Average / Very Skilled Professional or Experienced Journeyman
- 7 - Exceptional / Expert or Master
- 8 - Among the world's best
- 9 - Among the best alive
- 10 - Among the best in history
Goal Number and Qualitative Skill
Most characters have a 5 in the characteristics most applicable to their primary skills, and a 4 in characteristics less applicable to their primary skills. If they are particularly naturally talented, they may have a 6, and if they are not very talented, they may have a 3.
Goals range generally from 2 to 20, with most goals clustering around 4-14. This is what that scale means qualitatively in terms of actual expertise.
- 5 - Not Very Talented Amateur
- 6 - Amateur
- 7 - Apprentice
- 8 - Senior Apprentice / Brand-New Professional
- 9 - Junior Professional
- 10 - Skilled Professional
- 11 - Very Skilled Professional
- 12 - Master
- 13 - Talented Master
- 14 - Exceptionally Talented Master
Examples: Military Characters
Professional soldiers range generally between goals 8 and 12.
- House Soldiers
- A House militiaman or armsman recruit is probably Goal 8, with a Dexterity of 5 and a Shoot and Melee of 3.
- A new House soldier just out of training is probably Goal 9, with a Dexterity of 5 and a Shoot and Melee of 4.
- A House soldier with a few campaigns is probably Goal 10, with a Dexterity, Shoot, and Melee of 5.
- A veteran House soldier or member of an elite unit is probably Goal 11, with Dexterity 5, Shoot 6, and Melee 6.
- A Muster recruit in training is probably Goal 9, with a Dexterity of 6 and a Shoot and Fight of 3.
- A new Muster private is probably Goal 10, with a Dexterity of 6 and a Shoot and Fight of 4.
- A seasoned Muster private is probably Goal 11, with Dexterity 6, Shoot 5, Fight 4.
- A veteran Muster soldier is probably Goal 12, with Dexterity 6, Shoot 6, and Fight 5.
- A member of a Muster or House commando unit is probably Goal 13, with Dexterity 6, Shoot 7, and Fight 6.
- Martial Knights
- Most young noble knights trained in war are probably Goal 10, with Dexterity 5, Melee 5, and Shoot 4.
- A particularly talented young knight might be Goal 11, with Dexterity 6, Melee 5, and Shoot 4.
- A noble knight with some battlefield experience is probably Goal 11, with Dexterity 5, Melee 6, Shoot 4.
- A talented knight with experience is probably Goal 12, with Dexterity 6, Melee 6, and Shoot 4.
- A talented veteran of many battlefields is probably Goal 13, with Dexterity 6, Melee 7, and Shoot 5.
- A young noble who knows his way around a blade is probably Goal 10, with Dexterity and Melee 5.
- A professional duelist is probably Goal 11, with Dexterity 5 and Melee 6.
- A talented professional duelist is probably Goal 12, with Dexterity 6 and Melee 6.