Difference between revisions of "Statistics"

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(there, now cars being rectangular is in the rules.)
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'''{{Anchor|GD}}''': A character's Grab Defense (GD) is normally 5.
 
'''{{Anchor|GD}}''': A character's Grab Defense (GD) is normally 5.
  
'''{{Anchor|Attack Bonus}}''': A character's Attack Bonus is normally 0.
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'''{{Anchor|Accuracy}}''': A character's Accuracy is normally 0.
  
 
'''{{Anchor|Stealth}}''': A character's Stealth is normally 0. Stealth determines how hard you are to detect, as described under [[Detection]].
 
'''{{Anchor|Stealth}}''': A character's Stealth is normally 0. Stealth determines how hard you are to detect, as described under [[Detection]].

Revision as of 03:31, 1 April 2014

Each character is partially defined by a number of statistics:

Bonus and Penalty Types

Unspecified

If a bonus or penalty does not specify its type, it simply adds or subtracts whatever value is written.

Stat Factors

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 log base 2 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.

Static Stats

: A character's Armor Defense (AD) is normally 5.

GD: A character's Grab Defense (GD) is normally 5.

Accuracy: A character's Accuracy is normally 0.

Stealth: A character's Stealth is normally 0. Stealth determines how hard you are to detect, as described under Detection.

Perception: A character's Perception is normally 0. Perception determines how easily you detect others, as described under Detection.

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.

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.

Movement: A character normally starts with a land speed of 15 meters (with a jump distance of 1 meter), and a swim speed of 3 meters (with a sink distance of 5 meters).

Size: A character normally occupies a 1 meter space. A character can fit into a space as small as half that, but is squeezed while doing so and has movement difficulties. While a 1 meter space normally corresponds to 1 meter diameter circle, 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.

Reach: A character normally has reach extending out to one meter beyond their space.

Strongman: A character normally has a Strongman of 3.

Carrying Capacity: A character's carrying capacity is normally a number of kilograms equal to their total Strongman, squared. 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 normally weighs 60 to 90 kilograms.

Initiative Bonus: A character normally starts with 0. Add this to your d10 roll when making an Initiative check.

Will Save: A character normally starts with 0. Add this to your d10 roll when making a Will save.

Attacks: The normal number of attacks a character may take per round is 2. When a basic action lets you make your normal number of attacks, this is the number.

Save DC: A character normally starts with 6. When the character forces someone to make a save, this is typically the number they must roll to succeed.

Power Storage: A character normally starts with 0. 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: A character normally starts with 0. This is a resource for electrical devices.

Power Regeneration: A character normally starts with 0. The character gains this much Power at the beginning of its turn, immediately before effects that drain power per round.