Let me explain what I mean by "battle values". This page is designed to explain the new battle system and how you calulate the bonuses/ values all pcs/npcs that fight must have.
HP. Hit Points are what they always are, how much damage a character can take. Only HPs are used in the new system, no SDC. Why keep track of two numbers? HP is your PE + (1 + 1D4) per battle level (including LV1) + Bonuses. Bonuses come from techs that you can either select as you level up or that you get from your job class. So a human with no bonuses should have roughly these values at level 1, 5, 10, 20: 13, 27, 44, 79. However trained warriors should have +10ish to these values. Also this begs the question, how much damage do weapons do? A knife could do as little as 1D4. A cheap sword 4+1D4. An axe 4+1D8. A standard bow 3+1D6. The goal is to make weapons less random. Unmodified rolls of 20 (on a D20) to strike cause double damage. However certain techs cause critical strikes at 19, 18, or even 17.
MP (optional). Magic points. Casting spells costs magic points. All mp can be regained in a day. MP is usually based on IQ.
SP (optional). Special points. Psionics use special points. Regan same as MP. SP is usually based on ME.
TP. Tecnical Points. Doing special moves costs technical points. Renewed daily. Also some "techs" that are always on can subtract permanantly from this number. TP is 1 + 1d4 per battle level (including lv 1) + bonuses - cost of permanant techs. Bonuses can come from job class or from selecting extra tp at leveling up.
Damage. This is how much damage you do on a sucessful attack. It depends on your weapon and any bonuses you might have for that type of weapon. On a side note eevry character must have a battle card for every configuration of weapons and armor they wish to use. Switching weapons means switching cards.Strength also plays a roll too, and a strong character will have the following added to their damage for both ranged and melee. And remember the stronger you are the bigger weapons you can use! You cannot use a weapon that weighs more than twice your PS.
Stregth | Damage | |
3-8 | 0 | |
9-12 | 1 | |
13-17 | 2 | |
18-22 | 3 | |
23+ | 4 |
Attack. This is the accuracy of your attack it is usually a single digit negative or possitive number, although in some cases it could be larger, or zero. When you roll to strike you add this number to your roll to determine if you hit. Some poorly made or hard to weild weapons my cause minuses to this number. Attack is any bonuses from weapon mastery (wp skills or techs) + any bonuses or minuses from the particular weapon. A untrained individual will usually have this at 0. On avarage this number should be around battle level/ 2 + 2. However is also depends largly on the weapon used. Base attack is the attack for all weapons of a type without taking account of a particular weapon. This number is usually recorded on the character documents so that a player will know the base for when they switch weapons. If you have no training or modifiers in a type of weapon, your base is zero for that weapon. Physical Prowess also plays a roll too, adding to a persons accuracy.
PP | Attack | |
3-9 | 0 | |
10-14 | 1 | |
15-19 | 2 | |
20+ | 3 |
Evasivness. This is your combined parry and dodge ability. This may very between races. For humans and other some other creatures the starting scale is as follows based on the individuals PP:
PP | Evasiveness | |
3-6 | 5 | |
7-10 | 6 | |
11-15 | 7 | |
16-20 | 8 | |
21+ | 9 |
Armor (optional). Armor consists of two numbers Armor Rating and Armor (hit) Points. The armor rating is a number between 1 and 19 on how well you are covered. When wearing armor you must roll a save when you are struck to see if the damage goes to armor. When the armor points are down to 1/4 this goes down to half and when the ap are zero this goes to nothing. However it is still on the user so their penalties due to armor are not reduced. There are also two other rate armor properties MAR and SAR. Magic armor rating is armor that absorbs magic and Special Armor Rating absorbs special attacks (psionics). MAR is uncommon and SAR is very rare. Penalties for armor are based on stregth and endurance.
Initative. This is who goes first. It is determined by base + bonuses. Bonuses can come from techs, battle levels or skills or race. The base is determined by your awareness (for humans anyway).
Awareness | Initative | |
3-9 | 0 | |
10-14 | 1 | |
15+ | 2 |
Movement. This is how many spaces you can move in a turn. It is determined by speed.
Speed | Movement | |
3-8 | 4 | |
9-13 | 5 | |
14-18 | 6 | |
19+ | 7 |
Resistance. There are two numbers for resistance, one to psionics and one ot magic. When you are struck by magic or psionics you must role under this to save and take only half damage. When wearing magic or psionic resistant armor than you add the two values and roll once. (Like so. Your armor has magic ar of 6 you have 5 resistance to magic naturally. If you roll 1-6 the armor takes the damage, 7-12 you resist and take half damage.) Resistance to magic is based on IQ and res to psionics is based on ME.
Intelligence | Resistance to Magic | |
3-7 | 4 | |
8-11 | 5 | |
12-15 | 6 | |
16-19 | 7 | |
20+ | 8 |
Mental Endurance | Resistance to Psionics | |
3-5 | 3 | |
6-9 | 4 | |
10-13 | 5 | |
14-17 | 6 | |
18-21 | 7 | |
22+ | 8 |