Characteristics
Below I have 2 tables. One for Primary characteristics and one for Secondary characteristics. Primary characteristics have a set starting point. Secondary characteristics have a starting point based off of certain Primary characteristics.
Cost is how may character points will raise that characteristic by 1. Average is the starting point for that characteristic and the average for heroic types. For normal folks on the street, figure their average Primary characteristics are an 8. The average Secondary characteristics are then just what would be figured from the 8's instead of the 10's that you heroic types get. Human Max is the maximum that the normal human can achieve in that characteristic. Few in the world ever have a characteristic that high. If any of you hero types take one of your characteristics over the Human Max the Cost doubles. So, body 21 would cost you 4 points not just 2. Limit is the absolute limit on a characteristic. No human, or most demons, can go higher then the Limit.
Guidelines. For Primary characteristics figure that 15 is quite high. With good training, someone with a 15 in a relavant characteristic or two could be considered world class in their chosen profession. When you get into the high teens you are just considered a natural. With training you are a force to be reconned with. Only a handful of people in the world get to 20 in anything and are sometimes shunned or just considered different because they are so much more talented then everyone else. Those few who somehow achieve a characteristic or two above the 20 mark, are the stuff of legend. That is if they apply themselves and get some training. For Secondary characteristics use guidelines similar to those above. Figure halfway between Average and Max is like a 15 in Primary characteristics and so on.
| Primary Characteristics | |||||
|---|---|---|---|---|---|
| Characteristic | Cost | Average | Human Max | Limit | Description |
| Strength | 1 | 10 | 20 | 30 | How much you can lift. How much damage you do by striking someone. With a 10 strength you can barely lift 200 pounds and maybe stagger a couple steps. |
| Dexterity | 3 | 10 | 20 | 30 | How agile and coordinated you are. Also used for your initiative. Determines both your base OCV and DCV (hitting someone else and not getting hit). A number of skills are based off of dexterity. |
| Constitution | 2 | 10 | 20 | 30 | Your general health and physical condition. If you take more stun in one attack then you have constitution, you will loose an action. Also figures into a number of secondary characteristics. |
| Body | 2 | 10 | 20 | 30 | How much damage you can take. You go unconscious when you reach 0 body. You die when you reach negative of whatever your total body is. |
| Intelligence | 1 | 10 | 20 | 30 | How fast your mind works. How well you remember things. How well you notice things (perception). A number of skills are base off of intelligence. |
| Ego | 2 | 10 | 20 | 30 | Your strength of will. Helps to avoid or use mental powers. Overcome fears. |
| Presence | 1 | 10 | 20 | 30 | Your strength of personality and/or how likeable you are. A number of skills are based off of presence. Can be used for Presence Attacks, meaning intimidating people. |
| Comeliness | ½ | 10 | 20 | 30 | Your physical appearance. |
| Secondary Characteristics | |||||
|---|---|---|---|---|---|
| Characteristic | Cost | Average | Human Max | Limit | Description |
| Physical Defense | 1 | (str/5) | 8 | 12 | Physical Defense absorbs any stun or Normal body(fists or clubs) done to you by a physical attack. This is considered non-resistant defense, so it does not absorb Killing body(bullets and swords). |
| Energy Defense | 1 | (con/5) | 8 | 12 | Energy Defense behaves the same as PD, but for energy based attacks instead of physical based attacks. |
| Speed | 10 | 1+(dex/10) | 4 | 5 | Speed is the number of actions your character will get, distributed across a 12 segment Turn. The actions are spread out as evenly as possible. For example, someone with a speed of 3 would go on segments 4, 8, and 12. There is a chart for numbers that don't evenly divide. |
| Recovery | 2 | (str/5)+(con/5) | 10 | 15 | Recovery is how fast someone can recover their Endurance and Stun. At the end of each turn there is a "post segment 12 recovery", where each character receives a free recovery to their Endurance and Stun. You can also use an action, do nothing but pant, and take a recovery as well. |
| Endurance | ½ | (con x2) | 50 | 75 | Endurance is used when you do a physical attack or when you are running. If you run out of endurance you can make an Ego roll in order to use Stun in place of Endurance. |
| Stun | 1 | body+(str/2)+(con/2) | 50 | 75 | When you receive an attack you will take some stun. When your Stun reaches 0 you will go unconscious. |
You have a base Movement characteristic of 6" or hexes. A hex is 2 meters across. You can increase your Movement by 1" for 2 character points. The maximum you can increase it to is 10".
Characteristics rolls. Ego rolls, Int rolls, Con rolls, or whatever characteristic we are talking about. The number is 9 + (characteristic/5).