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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 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. |
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 | Healing - When your Health is reduced from damage, this is how fast
it comes back.
 | Base = Body per hour |
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 | 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 |
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 | 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) |
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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. |
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 | 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 |
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 | 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. |
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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. |
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 | Recovery - When your Psyche is reduced by mental attacks, this is
how fast you recover.
 | Base = Soul per hour |
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 | 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 |
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 | 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) |
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Combat Related
 | ACV - Physical Attack Combat Value is basically
how well you smack or shoot people.
 | Base = (Body + Mind + Soul) / 3 |
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 | DCV - Physical Defense Combat Value is basically
how well you avoid being smacked or shot.
 | Base = [(Body + Mind + Soul) / 3] - 2 |
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 | MAV - Mental Attack Value is how good you are at hurting the minds,
emotions, and souls of others.
 | Base = (Mind + Soul) / 2 |
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 | MDV - Mental Defense Value is how good you are at defending
yourself from mental, emotional, and spiritual assaults.
 | Base = [(Mind + Soul) / 2] - 2 |
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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 |
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 | Reaction - When you go in mental combat.
 | Base = MAV |
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 | Dodge - The difficulty to hit you with
different types of attacks.
 | Ranged - Ranged attacks.
 | Base = DCV + Ranged Defense + 6 |
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 | 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 |
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 | Mental - Mental, spiritual, or emotional attacks.
 | Base = MDV + Mental Defense + 6 |
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 | 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 |
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 | Swim - 4 |
 | Other - Some characters can fly, jump, teleport, or move in other
ways. |
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 | 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. |
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 | 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.. |
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