Stats
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Base

Base statistics range from 1 - 12 and represent your natural ability at certain activities.  The range is scaled to cover what is normal for the campaign, with 1 being as bad as someone can be and 12 being the best.

Body - Physical stuff. Encompasses speed, agility, strength, and constitution.
Mind - Mental stuff. Encompasses memory, logic, and perception.
Soul - Soul stuff. Encompasses will, charisma, and luck.

Derived

Derived statistics are determined from the base statistics or even other derived statistics.  They can also be modified by various Attributes.

Health Related

A characters Heath related statistics determine how resistant they are to physical damage.  Check out the rules on Physical Combat for how this horrible event can occur.

Health - How much punishment your body can take.
Base = (Body + Soul) * 5
Can be increased by attributes such as Damn Healthy
When your Health is reduced to 0 or less, you are unconscious or otherwise physically incapacitated and run the risk of dying or suffering a permanent injury.
Calculation reasoning: Your Body determines your general health and your Soul is your will to live.
Healing - When your Health is reduced from damage, this is how fast it comes back.
Base = Body per hour
Shock - When you take more physical damage from one attack than this value, there is a chance you might be knocked out or start bleeding.
Base = Health/5
Death - How much physical damage over your Health you must take before risking death or permanent injury.
Base = Health/2 or 20 (whichever is greater)

Energy Related

A characters Energy related statistics determine how hard a character can push themselves beyond their normal limits and change the world.  Some Abilities like the Themed Powers cost Energy to use.  Check out Drama rules on using Energy and Fate.

Energy - How much endurance you possess to change the world and push yourself.
Base = (Mind + Soul) * 5
Can be increased by attributes such as Energy Bonus
When your Energy is reduced to 0 or less, you are exhausted and unable to move or effect the world.
Can be used to reduce damage or boost Base Stats or Attributes.
Calculation reasoning: Mind gives you the ability to direct change and Soul the resolve to make that change.
Recharge - When your Energy is reduced by your actions (or the attacks of others), this is how fast it comes back.
Base = (Mind + Soul)/2 per hour
Fate - Everyone has some luck, some have so much the world seems to bend over backwards to help them.
Base = 1 for important characters (like the players and major villains), 0 for everyone else.
Can be increased with the Divine Relationship Ability.

Psyche Related

A characters Psyche related statistics determine how resistant they are to mental, emotional, or spiritual damage.  Check out the rules on Mental Combat for how this tragedy can occur.

Psyche - Represents your mental, emotional, and spiritual integrity and drive.  Verbal abuse, torture, and supernatural attacks can Reduce Psyche.
Base = (Body + Mind + Soul) * 3
Can be increased by attributes such as Amazing Psyche
When your Psyche is reduced to 0 or less, you have no self motivation to do anything, are very susceptible to suggestion, and run the risk of permanent insanity.
Calculation reasoning: a high body can give you some control over physical reactions and a good self image, a high Mind lets you think your way through mental assaults, and a high Soul gives you more willpower to resist attack.
Recovery - When your Psyche is reduced by mental attacks, this is how fast you recover.
Base = Soul per hour
Sanity - When you take more mental damage from one attack than this value, there is a chance you might suffer from some temporary insanity.
Base = Psyche/5
Insanity - How much mental damage over your Health you must take before risking catatonia or some form of insanity.
Base = Psyche/2 or 20 (whichever is greater)

Combat Related

ACV - Physical Attack Combat Value is basically how well you smack or shoot people.
Base = (Body + Mind + Soul) / 3
DCV - Physical Defense Combat Value is basically how well you avoid being smacked or shot.
Base = [(Body + Mind + Soul) / 3] - 2
MAV - Mental Attack Value is how good you are at hurting the minds, emotions, and souls of others.
Base = (Mind + Soul) / 2
MDV - Mental Defense Value is how good you are at defending yourself from mental, emotional, and spiritual assaults.
Base = [(Mind + Soul) / 2] - 2

Combat Tracking

Combat Statistics are used to speed up and track combat.  Many are the combination of another statistic and a skill.  Check out the Combat rules for how these can be used and interact with other Stats.

Initiative - When you go in physical combat.
Base = ACV
Reaction - When you go in mental combat.
Base = MAV
Dodge - The difficulty to hit you with different types of attacks.
Ranged - Ranged attacks.
Base = DCV + Ranged Defense + 6
Close - Unarmed and Melee attacks.  Note that if you defend yourself Unarmed against a Melee weapon without having Armor or Force Field, you will take damage anyway.
Base = DCV + Melee or Unarmed Defense + 6
Mental - Mental, spiritual, or emotional attacks.
Base = MDV + Mental Defense + 6
Damage - How much damage or the number of points spent from Health, Energy, and Psyche
Movement - How fast you move.  These values are usually in meters per round (MPR) or kilometers per hour (KPH).  The same value can be used for both - ie a Run of 20 can be in MPR or KPH.
Run - Body * 5
Jump (Standing/Running/Check) - How far someone can jump.
Standing - About 2 meters
Running - About 4 Meters. 
Check - With a successful Body check, this is increased to 1/4 of their running speed.
Double for each level of Super Strength
Swim - 4
Other - Some characters can fly, jump, teleport, or move in other ways.
Defense - When you are hit, defense reduces the amount of damage you take for a particular type of damage..
Physical - A total of all Armor, Force Fields, and other related abilities.
Mental - A total of Mind Shield and other related defenses.
Attacks - For each attack list the following important information.
AV - The attack value that will be rolled to make the attack.  This is equal to either ACV or MAV plus the appropriate skill.
Type - What dodge value the attack uses as a difficulty (Ranged, Close, or Mental)
Damage - How much damage it does.  Equal to the damage of the weapon or attack plus ACV or MAV plus Massive Damage, appropriate Focused Damage, or other Attributes..