|Tools Archives Xina Games News RPG Info Misc.|
What They Are
Attributes are the basic building blocks of your character. They define your character's physical, mental and spiritual characteristics. A high attribute means that your character is gifted, while a low attribute means that he is disadvantaged in some way. Each attribute has a number of skills and abilities associated with it.
The average attribute value for a human is 10, however they can have values ranging from 3 to 18. Your character begins with a 10 in each primary attribute. You can increase them by spending CPs, or gain CPs by reducing them.
Strength is a measure of your character's muscle and physical might. It determines how much damage he causes in melee combat, how well he brawls and wrestles, how fast he can climb, how much weight he can lift, and how much gear he can carry.
The base value is 10. Increasing Strength costs 15 points per +1 up to 15, 10 points per +1 up to 18, and 5 points per +1 after that.
Dexterity represents your character's reflexes, balance, and hand-eye coordination. It determines how accurate his attacks are. It also affects a large number of athletic, craft, and combat skills.
The base value is 10. Increasing Dexterity costs 20 points per +1.
Health measures your character's constitution and stamina. It determines how much injury he can withstand, how fast he heals, how well he resists disease and poison, and how difficult it is to knock him unconscious. It also affects his movement rate.
The base value is 10. Increasing Health costs 15 points per +1 up to 15, 10 points per +1 up to 18, and 5 points per +1 after that.
Intelligence is a measure of your character's mental strength, knowledge, and capacity for learning. It determines how well he can put clues together, research information, and recall memories. It also affects most medical, craft, spell and language skills.
The base value is 10. Increasing Intelligence costs 20 points per +1.
Perception is a measure of how well your character can utilize all of his senses. It determines how alert and observant he is. It also affects how well he can overhear conversations, spot clues, and notice things which are out of the ordinary.
The base value is 10. Increasing Perception costs 10 points per +1.
Willpower represents your character's determination, confidence and mental fortitude. It determines how well he reacts under pressure, controls his emotions, and resists temptation. It is also useful for mustering courage and focusing supernatural abilities.
The base value is 10. Increasing Willpower costs 5 points per +1.
Hit Points (HP)
Hit Points represent how much damage that your character can suffer from wounds before he is crippled, falls unconscious, or dies. When injured, his Health doesn't change, but his Hit Points decrease. When he reaches zero HPs, he must roll Will each round to remain conscious and all of his primary attributes are effectively halved (round down). If he loses twice his maximum amount of HP, will die unless extreme measures are taken immediately.
For example, if you have 10 hit points, you will have difficulty staying active at 0 HP, and will die at -10 HPs without immediate life-saving medical treatment.
At the end of each day of rest and decent food, an injured character may roll against his Health. A successful roll results in the recovery of 1 hit point.
The base value is equal to your Health. Increasing Hit Points costs 5 points per +1.
Mana is a measure of your character's spiritual strength and fortitude. It determines how much magical energy he can channel into spells and other supernatural abilities.
While not engaged in strenuous mental activity, it recovers at a rate of 1 point per 10 minutes. While sleeping, 1 point is recovered every 5 minutes.
The base value is equal to twice your Willpower (WILLx2). Increasing Mana costs 1 point per +5.
Fatigue Points (FP)
Fatigue points measure your character's ability to perform strenuous physical activity for a prolonged period of time, without becoming completely exhausted. When he reaches zero fatigue points, his Strength and Dexterity are effectively halved (round down).
Fatigue points recover at the rate of 1 point per minute of physical rest.
The base value is equal to the sum of your Strength and Health (ST+HT). Increasing Fatigue Points costs 2 points per +1.
Basic Speed (SPD)
This is equal to (Health+Dexterity)/4 + (Running Skill/8). Do not round off.
Movement is a measure of how fast your character can move for an extended period of time, such as during combat, without collapsing from fatigue. It determines how many yards he can move in one second. (Multiply by three for a single round of combat.) It is equal to your Basic Speed, rounded down, minus your Encumbrance Level.
Fatigue Cost Per Round (FC/R)
The fatigue point cost for a round of combat is equal to your Encumbrance Level.
Dodge is equal to Dexterity/2, round down, minus your Encumbrance Level. Certain combat maneuvers and advantages can adjust this value.
Parry is equal to half your skill in the weapon you are currently wielding. Some skills and combat maneuvers can adjust this value.
Block is equal to your Shield skill. Certain combat maneuvers can adjust this value.
Character Point Costs
Attributes can only be improved after the campaign begins with the narrator's approval.
Strength (ST) and Health (HT) begin at 10. These attributes cost 15 points per +1 up to 15, 10 points per +1 up to 18, and 5 points per +1 after that.
Dexterity (DX) and Intelligence (IQ) begin at 10. These attributes cost 20 points per +1.
Perception (PER) begins at 10, and costs 10 points per +1.
Willpower (WILL) begins at 10, and costs 5 points per +1.
Hit Points (HP) begin at HT and cost 5 points per +1.
Mana begins at Willx2 and costs 1 point per +5.
Fatigue Points (FP) begin at ST+HT and costs 2 points per +1.
When a primary attribute changes, all secondary attributes and figured characteristics are recalculated immediately.