All characters have intrinsic mental and physical abilites that can be defined by a relative scale. These attributes can be referred to as Statistics or Stats
. For the sake of comparison, the baseline of the scale is measured by Human standards with the assumption that it will
be Humans that are actually reading this.
For non- or Superhuman characters, it is possible to move
beyond Human limits, of course). Keep in mind that possessing the Racial maximum in any Stat may well make your character at least locally famous
for that aspect of his or her capabilities, and probably also make him or her very one-sided. Remember to make a Natural
first, and then augment him or her.
The actual value Stat level is considered to be approximately double the preceding. In other words, a character that has STR 3 is twice as strong as one with STR 2 and half as strong as one with STR 4.
| Stat Table: |
|---|
| 1. Weak |
| 2. Average Human |
| 3. Superior |
| 4. Gifted |
| 5. Human Maximum |
| 6. Enhanced Human |
| 7. SuperHuman, Class 1 |
| 8. SuperHuman, Class 2 |
| 9. SuperHuman, Class |
|
10. Legendary (PC maximum) |
| 11. Demi-God |
| 12. Deity |
Non-Human characters are created in a similar manner, but they may have special rules to follow as outlined in the applicable Race
page. Base Statistics refer to the base from which you modify. In Humans, Story Stats have a base of two, and have a maximum of five. No Player Character's Stats can ever exceed 10 or be lower (of course) than zero.
Story Stats are used for all non-combat scenes. You will use these four Stats to do everything outside of combat: piloting a plane, investigating a crime scene, lifting a car off a hapless victim
, or leaping out from under falling debris just in time. As in any RPG, these Stats, and their associated skills
, are invoked when there is any doubt as to whether or not a character could successfully perform a given action.
Intelligence
(INT) is important for any character who wishes to think, and doubly so for any character for whom intelligence is a primary function. Intelligence not only denotes a character's brute computational ability, or brain power, but also the knack for applying it in a useful manner. An Intelligence of two is Human average. An Intelligence of one denotes some sort of mental retardation or brain damage
in an adult Human, and zero is below the Human range of intellectual capacity. Intelligence is the base for all skills for which thought is the primary function, such as Investigation and Interfacing.
Awareness
(AWA) is the ability to take notice of one's self and one's environment. Awareness is the use of all five senses, or more, if one is so gifted, and the processing of stimuli into useful information. Those whose lifestyle depends upon their ability to sense minute details should probably specialize in this Stat. Awareness is the base for all skills that are centered upon one's ability to notice things, such as Searching and Tracking.
Strength
(STR) is primarily a measure of one's raw physical might, but also reflects a character's stamina. It dictates the amount of gear
one can carry, what objects one can and cannot move, how long one may Sprint, and is the basis of the Damage Stat. A rating of one is the mark of those who are physically weaker than an average adult human, such as a child. A rating of zero would indicate total physical paralysis. Humans with ratings of five in Strength are paragons of physical might, capable of applying phenomenal amounts of force to objects with their bodies and performing at peak levels for extended periods of time.
Dexterity
(DEX) is a measure of one's ability to move with speed, accuracy, and grace. Dexterity is used for any tasks requiring finesse. Lock Pick, Dance (an Athletics
Specialization), and Surgery are all good examples. This Stat is important for all sorts of characters, and particularly those who require excellent reflexes in the course of every day life. A rating of one in Dexterity would translate into clumsiness or some form of debilitating physical malady such as partial paralysis or deformity, while zero would denote a complete inability to control bodily movements.
Combat Stats come into play when negotiations fail. As will be explained fully in the Combat Section, combat is intended to move quickly. I believe RPG combat should feel every bit as fast, brutal and deadly as conflicts expressed in other mediums. Rules-lawyers may feel ill at ease with the system, but I feel the lack of complication should make the entire game run smoother with less snags and fewer occurrences of an unexpected reality check while players count, tally, check, re-check, discuss and debate every single Wound
.
Combat Stats are derived from Story Stats. These attributes may be modified with Gear or Upgrades, and will change to reflect changes in their related Story Stats.
Move (MOV) is your character's ability to get his or her butt in gear. Moving can be a very important strategic action in Combat. Never underestimate the advantage of out-maneuvering one's opponents. Move is based on Dexterity and is equal to DEX x 3. A character may Move twice as fast for a limited time but sacrifices performing any other sort of action that turn. This is called (shockingly enough) Sprinting. A character may only Sprint a number of consecutive turns equal to his or her Strength.
Attack
(ATK) is your character's ability to land his or her attacks. This is the base Stat for all attacks initiated by your character. It matters not the style, method, or type
of attack (as in ranged or melee
attacks). As will be clarified in Mechanics and Combat, Attack is the base for all attacks. It is more a measure of a character's combative potential than what his or her actual Attack rolls will be. Keep in mind that the sharpest knives and deadliest firearms are useless if one does not posess the will to use them to maximum effectiveness. Attack is the average of Dexterity and Primary Attribute.
and crush his bones to dust" just sounds better than "Rolled a twelve, that's a hit for... uh, six damage" and is more interesting and entertaining for all involved.Damage (DMG) is your character's base ability to inflict the same. This means, simply put, the damage your character can inflict with his or her body. Melee weapons will give damage adds that require factoring in, while ranged weapons, and Powers, have damage ratings listed in their individual definitions. Damage is equal to Strength.
Defense
(DEF) is your character's ability to not get hit, whether by parry, block, dodge, or whatever. Defense is equal to DEX + 10. In order to strike you, an opponent must roll greater than your Defense. This Stat is a character's Passive Defense. Active Defense is covered in the Combat Section.
After you have all your Stats just how you'd like them, or as close as possible until you reach the Upgrades section, it is time to tell you about the other four Statistics of your character. These four Stats cannot be changed without Upgrades and are determined by Race. As a group, they can be referred to as Spirit Stats. The Spirit Stats follow the same 1-12 scale as all other Stats. Spirit Stats are primarily used for the workings of true magic.
- is a measure of a character's belief in something beyond what his or her senses can determine about the world.
- is your character's capacity for empathy and the depth of emotions he or she may experience.
- is a measure of a character's "life force." It is what separates the quick from the dead.
The last "Statistic" that you need to know is your Racial Durability. Racial D (as it will be referred to from now on) is based upon your starting Race, and is modified by armor
worn and various Upgrades.
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