Difference between revisions of "Statistics"

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Each character is partially defined by a number of statistics:
 
Each character is partially defined by a number of statistics:
  
=== Bonus and Penalty Types ===
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'''{{Anchor|Tier}}''': A character's Tier indicates their general power level. The tiers are, in order, Harmless, Common, Elite, Paragon, and Legend. If something gives a bonus "per tier", the numerical values associated with each tier are 0 for Harmless, 1 for Common, 2 for Elite, 3 for Paragon, and 4 for Legend.
  
==== Unspecified ====
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'''{{Anchor|AD}}''': A character's Avoid Defense (AD) is their capacity to avoid attacks that primarily deal damage.
  
If a bonus or penalty does not specify its type, it simply adds or subtracts whatever value is written.
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'''{{Anchor|GD}}''': A character's Grab Defense (GD) is their capacity to avoid grabs, attacks that aim to inconvenience, and toxins.
  
==== Stat Factors ====
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'''{{Anchor|Will Save}}''': A character's Will Save is their capacity to remain coolheaded and in control in the face of terror or mental domination. Add this to your d6 roll when making a Will save. If you are conscious, you may choose to fail your save. If you succeed on a will save, you become aware that something was trying to manipulate you.
  
If a bonus is a Factor bonus, that means it gives a diminishing return. The total value added by all Factor bonuses to a stat is equal to the square root of the sum of those bonuses, rounded down. Thus, someone with Factor bonuses to AD totaling 16 would have an AD 4 points higher than someone with no Factor bonuses to AD.
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'''{{Anchor|Accuracy}}''': A character's Accuracy is their capacity to hit with attacks.
  
=== Static Stats ===
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'''{{Anchor|Stealth}}''': A character's Stealth determines how well they can avoid being noticed, as described under [[Detection]].
'''{{Anchor|AD}}''': A character's Armor Defense (AD) is normally 5.
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'''{{Anchor|GD}}''': A character's Grab Defense (GD) is normally 5.
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'''{{Anchor|Perception}}''': A character's Perception determines how easily they detect others, as described under [[Detection]].
  
'''{{Anchor|Attack Bonus}}''': A character's Attack Bonus is normally 0.
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'''{{Anchor|Toughness}}''': A character's Toughness determines how much damage it takes to wound them. Characters take a number of wounds from any damaging attack equal to the damage roll divided by their Toughness, rounded down.
  
'''{{Anchor|Stealth}}''': A character's Stealth is normally 0. Stealth determines how hard you are to detect. A creature whose Perception is greater than your Stealth has detected you; a creature whose Perception is equal to your Stealth just knows that something's awry. Your Stealth relative to the Perception of others is modified by some circumstances, listed [[Stealth and perception circumstances|here]].
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'''{{Anchor|HP}}''': A character normally starts with 1. Hit Points (HP) determines how many wounds you can take before being knocked [[unconscious]]. If you are reduced to -2 HP, you [[dead|die]]. If you suffer any wounds, you become [[injured]].
  
'''{{Anchor|Perception}}''': A character's Perception is normally 2. Perception determines which creatures you detect. A creature whose Stealth is greater than your Perception is imperceptible to you; if there is a creature whose Stealth is equal to your Perception about, you become aware of something fishy. Your Perception relative to the Stealth of others is modified by some circumstances, listed [[Stealth and perception circumstances|here]].
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'''{{Anchor|Movement}}''': A character's [[Movement]] options determine how quickly and deftly they can navigate their environment.
  
'''{{Anchor|Toughness}}''': A character normally starts with 4. Toughness determines how much damage it takes to wound you. You take a number of wounds from any damaging attack equal to the damage roll divided by your Toughness, rounded down.
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'''{{Anchor|Agility}}''': A character's Agility determines whether they go first in combats that start without anyone preparing for them, and how well they can do tricky stunts on unstable surfaces.
  
'''{{Anchor|HP}}''': A character normally starts with 1. Hit Points (HP) determines how many wounds you can take before being knocked unconscious. If you are reduced to -2 HP, you [[Dead|die]].
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'''{{Anchor|Size}}''': A character's size is the radius of the circle that indicates how much space they take up, and is a general measure of how big they are. A character can fit into a space as small as one quarter that radius, but is [[squeezed]] while doing so and has [[movement]] difficulties. Not all creatures must use circular spaces, other shapes may be used for long or boxy creatures, so long as the surface area is the same; rotation for non-circular creatures takes movement equal to the distance the section that moves the most needs to move. Size does not indicate height.
  
'''{{Anchor|Movement}}''': A character normally starts with a [[land speed]] of 10 meters (with a jump distance of 1 meter), and a [[swim speed]] of 2 meters.
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'''{{Anchor|Reach}}''': A character's Reach indicates how far away they can interact with enemies and objects in melee.
  
'''{{Anchor|Size}}''': A character normally occupies a 2 meter space.
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'''{{Anchor|Muscle}}''': A character's Muscle is used to calculate their carrying capacity, and improves one's ability to use various weapons and area damage spells. See the [[Muscle-Damage]], [[Muscle-Area]], and [[Incremental Reload]] rules.
  
'''{{Anchor|Reach}}''': A character normally has reach extending out to two meters beyond their space.
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'''{{Anchor|Carrying Capacity}}''': A character's carrying capacity is normally 10 kilograms, doubled for every point by which their [[#Muscle|Muscle]] is greater than 0, or halved for every point by which their [[#Muscle|Muscle]] is less than 0. Characters can carry up to three times that much, but are [[encumbered]] when doing so. If carrying any more than that, characters are [[overloaded]].
  
'''{{Anchor|Carrying Capacity}}''': A character's carrying capacity is normally a number of kilograms equal to three plus their total [[Strongman]] bonus, squared. Characters can carry up to three times that much, but are [[encumbered]] when doing so.
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'''{{Anchor|Weight}}''': A character's weight determines how much they encumber other characters who are carrying them.
  
'''{{Anchor|Initiative Bonus}}''': A character normally starts with 0. Add this to your d10 roll when making an Initiative check.
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'''{{Anchor|Save DC}}''': When a character forces someone to make a save, this is typically the number they must roll to succeed.
  
'''{{Anchor|Will Save}}''': A character normally starts with 0. Add this to your d10 roll when making a Will save.
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'''{{Anchor|Magic Power}}''': Many spells and psychic techniques that deal damage add this value, and even some that don't deal damage still add it to something.
  
'''{{Anchor|Fortitude Save}}''': A character normally starts with 0. Add this to your d10 roll when making a Fortitude save.
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'''{{Anchor|Strong Aura}}''': Each [ [[Psychic]] ] character has a Strong Aura, by default 10 meters in radius. Just like the Faint Aura, the Strong Aura is a [[blast]] that can extend through obstacles, with difficulty.
  
'''{{Anchor|Attacks}}''': The normal number of [[attack rules|attacks]] a character may take per round is 2. When a [[basic actions|basic action]] lets you make your normal number of attacks, this is the number.
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'''{{Anchor|Faint Aura}}''': Each [ [[Psychic]] ] character has a Faint Aura equal to their Strong Aura squared, divided by 2 meters. Psychic characters can feel any Faint Aura they are inside, and recognize each one distinctly. The Faint Aura is a [[blast]] around the psychic character, but can extend through obstacles as though they were 10 times as much open space.
  
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'''{{Anchor|Favorite Color}}''': Every [ [[Psychic]] ] character has a favorite color.
  
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'''{{Anchor|Power}}''': This is a resource for electrical devices in Cybergems.
  
[[Category:Base Rules]]
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'''{{Anchor|Power Storage}}''': This is the maximum amount of [[#Power|Power]] the character can have: if they have more than this much power at the end of any turn, excess power is lost.
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'''{{Anchor|Power Regeneration}}''': The character gains this much [[#Power|Power]] at the beginning of its turn, immediately before effects that drain power per round.
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[[Category:Base Rules]] [[Category:Cyber Rules]]

Latest revision as of 03:57, 9 August 2018

Each character is partially defined by a number of statistics:

Tier: A character's Tier indicates their general power level. The tiers are, in order, Harmless, Common, Elite, Paragon, and Legend. If something gives a bonus "per tier", the numerical values associated with each tier are 0 for Harmless, 1 for Common, 2 for Elite, 3 for Paragon, and 4 for Legend.

: A character's Avoid Defense (AD) is their capacity to avoid attacks that primarily deal damage.

GD: A character's Grab Defense (GD) is their capacity to avoid grabs, attacks that aim to inconvenience, and toxins.

Will Save: A character's Will Save is their capacity to remain coolheaded and in control in the face of terror or mental domination. Add this to your d6 roll when making a Will save. If you are conscious, you may choose to fail your save. If you succeed on a will save, you become aware that something was trying to manipulate you.

Accuracy: A character's Accuracy is their capacity to hit with attacks.

Stealth: A character's Stealth determines how well they can avoid being noticed, as described under Detection.

Perception: A character's Perception determines how easily they detect others, as described under Detection.

Toughness: A character's Toughness determines how much damage it takes to wound them. Characters take a number of wounds from any damaging attack equal to the damage roll divided by their Toughness, rounded down.

HP: A character normally starts with 1. Hit Points (HP) determines how many wounds you can take before being knocked unconscious. If you are reduced to -2 HP, you die. If you suffer any wounds, you become injured.

Movement: A character's Movement options determine how quickly and deftly they can navigate their environment.

Agility: A character's Agility determines whether they go first in combats that start without anyone preparing for them, and how well they can do tricky stunts on unstable surfaces.

Size: A character's size is the radius of the circle that indicates how much space they take up, and is a general measure of how big they are. A character can fit into a space as small as one quarter that radius, but is squeezed while doing so and has movement difficulties. Not all creatures must use circular spaces, other shapes may be used for long or boxy creatures, so long as the surface area is the same; rotation for non-circular creatures takes movement equal to the distance the section that moves the most needs to move. Size does not indicate height.

Reach: A character's Reach indicates how far away they can interact with enemies and objects in melee.

Muscle: A character's Muscle is used to calculate their carrying capacity, and improves one's ability to use various weapons and area damage spells. See the Muscle-Damage, Muscle-Area, and Incremental Reload rules.

Carrying Capacity: A character's carrying capacity is normally 10 kilograms, doubled for every point by which their Muscle is greater than 0, or halved for every point by which their Muscle is less than 0. Characters can carry up to three times that much, but are encumbered when doing so. If carrying any more than that, characters are overloaded.

Weight: A character's weight determines how much they encumber other characters who are carrying them.

Save DC: When a character forces someone to make a save, this is typically the number they must roll to succeed.

Magic Power: Many spells and psychic techniques that deal damage add this value, and even some that don't deal damage still add it to something.

Strong Aura: Each [ Psychic ] character has a Strong Aura, by default 10 meters in radius. Just like the Faint Aura, the Strong Aura is a blast that can extend through obstacles, with difficulty.

Faint Aura: Each [ Psychic ] character has a Faint Aura equal to their Strong Aura squared, divided by 2 meters. Psychic characters can feel any Faint Aura they are inside, and recognize each one distinctly. The Faint Aura is a blast around the psychic character, but can extend through obstacles as though they were 10 times as much open space.

Favorite Color: Every [ Psychic ] character has a favorite color.

Power: This is a resource for electrical devices in Cybergems.

Power Storage: This is the maximum amount of Power the character can have: if they have more than this much power at the end of any turn, excess power is lost.

Power Regeneration: The character gains this much Power at the beginning of its turn, immediately before effects that drain power per round.