Attributes
Attributes are the mechanical indicators of what a society can do (or can't do in some instances) and how well they can do it. If your society were a D&D character, then Attributes would represent the characters Skills, Feats, Class Features, Stats (STR, INT, WIS, DEX, etc.), and Equipment. In other words, everything.
Attributes are used to modify a Challenge, either by adjusting the Difficulty or directly raising/lowering the Target Number. They can also Lock or Unlock Maneuvers, but that is getting a little deep into the weeds. For now, it's enough to know that Attributes are how the 'characters' define their limitations and capabilities within the mechanics of the game.
There is no limit to the number of Attributes that can be used during a Challenge, so long as they are actually relevant to the task at hand.
For the World Building Expansion of UPS, Attributes are grouped into three categories that are a bit different than the core rules. These are Core Attributes, Innovation Attributes, and Cultural Attributes. These will be the ones we explain below.
CORE ATTRIBUTES
Core attributes can be thought off as the societies STR, DEX, INT, WIS, CHA, etc. These are used as the base line Attribute for any Challenge and represent the raw natural "talent" of the society to defend against or initiate a Challenge.
- Ferocity: This Attribute represents the aggressiveness and impulsiveness of the society. Cultures with a high ferocity tend to be warlike and act with more direct policies than relying on guile or subtlety. These societies accel at war and are less likely to rebel against their leaders when they maintain prolonged military engagements.
- Grace: This attribute is the opposite of Ferocity, it represents a society that is subtle and able to handle challenges with political maneuvering rather than brute force. Societies like this prefer to avoid open warfare in favor of negotiation and/or subterfuge.
- Intellect: While some may consider Intellect to indicate knowledge and your level of learning, it is much more accurate to state that Intellect reflects your ability to learn, to understand what you are taught and to apply that knowledge to real world applications in addition to the theoretical implications. In the context of a society, this attribute indicates a societies ability to learn through raw potential, curiosity, and education.
- Will: Societal Will represents the society’s ability to resist changes to their established culture, whether these are instigated from internal or external influences. In addition, it is used to inflict these same sorts of changes upon other societies.
INNOVATION ATTRIBUTES
Innovation Attributes reflect the current technology level of the society. They benefit the society by providing a modifier to Challenges that the particular Innovation applies to. Some will Unlock specific Maneuvers that were unavailable to less developed societies. Each Innovation level includes the previous ones, this is indicated by combining them as they are purchased, this saves on paperwork and decreases an exponential growth in complicated mechanics.
All societies begin with level 1 in each Innovation. Subsequent Innovation Attributes are purchased with Development Points (DP) which will be explained later. It is possible for random events to affect the innovation attributes, but that will be exceptionally rare. It is primarily up to the Terrestrial Court to push their advancement.
The Government Innovations operate a bit differently. Each government innovation will be unique in how they affect your society, some will come with disadvantages and advantages depending on what the Challenge is, and the way they drain the various Endurance Pools (explained later) will often be different. The early government types that are available, will be detrimental to the society thanks to a severe lack of national identity and purpose.
A screenshot of the beginning Innovations will be in the Discord.
CULTURAL ATTRIBUTES
Cultural Attributes will reflect the unique attributes of the society. These will be acquired through random events as well as created and purchased by the Terrestrial Court through DP. Each starting society will begin with one or more Cultural Attributes that are assigned by the Celestial Court, these often reflect the genetics of the society's beginning species.
This message was last edited by the GM at 17:16, Sun 03 July 2022.