Statistics

From Gempunks
Revision as of 04:10, 20 December 2013 by Foxwarrior (Talk | contribs) (Compensating so that it works out to the same thing with two of the improved circumstances)

Jump to: navigation, search

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.

Attack Bonus: A character's Attack Bonus is normally 0.

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 here.

Perception: A character's Perception is normally 4. 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 here.

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 6 meters (with a jump distance of 1 meter), and a swim speed of 1 meter.

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.

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

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. 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.

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.