Difference between revisions of "Statistics"

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(I don't know if this is the best place really)
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Each character is partially defined by a number of statistics:
 
Each character is partially defined by a number of statistics:
  
'''{{Anchor|AD}}''': A character's Avoid Defense (AD) is normally 5. If you are conscious, you may choose to be hit despite your AD.
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'''{{Anchor|AD}}''': A character's Avoid Defense (AD) is their capacity to avoid attacks that primarily deal damage. If you are conscious, you may choose to be hit despite your AD.
  
'''{{Anchor|GD}}''': A character's Grab Defense (GD) is normally 5. If you are conscious, you may choose to be hit despite your GD.
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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. If you are conscious, you may choose to be hit despite your GD.
  
'''{{Anchor|Will Save}}''': A character normally starts with 0. Add this to your d10 roll when making a Will save. If you are conscious, you may choose to fail your save.
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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 d10 roll when making a Will save. If you are conscious, you may choose to fail your save.
  
'''{{Anchor|Accuracy}}''': A character's Accuracy is normally 0.
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'''{{Anchor|Accuracy}}''': A character's Accuracy is their capacity to hit with attacks.
  
'''{{Anchor|Stealth}}''': A character's Stealth is normally 0. Stealth determines how hard you are to detect, as described under [[Detection]].
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'''{{Anchor|Stealth}}''': A character's Stealth determines how well they can avoid being noticed, as described under [[Detection]].
  
'''{{Anchor|Perception}}''': A character's Perception is normally 0. Perception determines how easily you detect others, as described under [[Detection]].
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'''{{Anchor|Perception}}''': A character's Perception determines how easily they detect others, as described under [[Detection]].
  
'''{{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|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|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|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|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).
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'''{{Anchor|Movement}}''': A character's [[Movement]] options determine how quickly and deftly they can navigate their environment.
  
'''{{Anchor|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.
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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|Reach}}''': A character normally has reach extending out to one meter beyond their space.
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'''{{Anchor|Size}}''': A character's size is the diameter 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 half that diameter, 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.
  
'''{{Anchor|Strongman}}''': A character normally has a Strongman of 3.
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'''{{Anchor|Reach}}''': A character's Reach indicates how far away they can interact with enemies and objects in melee.
  
'''{{Anchor|Carrying Capacity}}''': A character's carrying capacity is normally a number of kilograms equal to their total [[#Strongman|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]].
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'''{{Anchor|Strongman}}''': A character's Strongman is used to calculate their carrying capacity, and their ability to climb.
  
'''{{Anchor|Weight}}''': A character normally weighs 60 to 90 [[kilograms]].
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'''{{Anchor|Carrying Capacity}}''': A character's carrying capacity is normally a number of kilograms equal to their total [[#Strongman|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]].
  
'''{{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|Weight}}''': A character's weight determines how much they encumber other characters who are carrying them.
  
'''{{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|Attacks}}''': When an action (such as [[assault]]) lets a character make its normal number of attacks, this is the number.
  
'''{{Anchor|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.
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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|Damage Bonus}}''' A character normally starts with 0. When the character deals damage, this number is added to it.
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'''{{Anchor|Damage Bonus}}''' When a character deals damage, this number is added to it.
  
'''{{Anchor|Power Storage}}''': A character normally starts with 0. 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}}''': This is a resource for electrical devices.
  
'''{{Anchor|Power}}''': A character normally starts with 0. This is a resource for electrical devices.
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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.
  
'''{{Anchor|Power Regeneration}}''': A character normally starts with 0. 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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'''{{Anchor|Power Regeneration}}''': The character gains this much [[#Power|Power]] at the beginning of its turn, immediately before effects that drain power per round.
  
 
[[Category:Base Rules]] [[Category:Cyber Rules]]
 
[[Category:Base Rules]] [[Category:Cyber Rules]]

Revision as of 06:47, 24 September 2014

Each character is partially defined by a number of statistics:

: A character's Avoid Defense (AD) is their capacity to avoid attacks that primarily deal damage. If you are conscious, you may choose to be hit despite your AD.

GD: A character's Grab Defense (GD) is their capacity to avoid grabs, attacks that aim to inconvenience, and toxins. If you are conscious, you may choose to be hit despite your GD.

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 d10 roll when making a Will save. If you are conscious, you may choose to fail your save.

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 diameter 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 half that diameter, 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.

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

Strongman: A character's Strongman is used to calculate their carrying capacity, and their ability to climb.

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's weight determines how much they encumber other characters who are carrying them.

Attacks: When an action (such as assault) lets a character make its normal number of attacks, this is the number.

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

Damage Bonus When a character deals damage, this number is added to it.

Power: This is a resource for electrical devices.

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.