Checks and Vitality

Physical Checks

Level 1 characters start with 60 points to split between checks

Strength: How well someone can perform acts of strength. Adds damage to weapons and hand to hand combat. Determines base Bow Range at +1 yard per strength point. (might)
Stamina: How much physical stress someone can take. -1 per vigorous action or AR used in attacks. Spells also cost stamina to use for mages. When stamina is at 0, character passes out from extreme fatigue. (resist fatigue)
Stealth: How quiet, hard to see, and sense someone is. Roll against senses. (sneak)
Dexterity: How agile and well balanced someone is vs. trips, falling, or opposing dexterity. Use for dodging, jumping, climbing, or leaping. (balance and react)
Movement: How fast someone is. Movement vs. movement. (distance and speed)

Mental Checks

Level 1 characters start with 50 points to split between checks. Mental checks can also be gained through Challenges which test mental faculties. +1 gained per successful challenge, -1 lost on a failed challenge.

Willpower: this check determines a character's conviction, decides how mentally strong a character is, how well they stand up to stresses which challenge their convictions, courage, emotions, and survival. Willpower vs. Willpower against Mental attacks, Domination, Presence, and Charms or any check which influences actions or emotions. (resist)
Intelligence: Adds damage to magic, and gives +1 HB per ace to MA when magic is challenged by a check roll. Use intelligence to gain hints for puzzles and mysteries, to gain knowledge, to outsmart, and to 'Dismiss' illusory powers such as phantasms, dementia and quantum alter-realities. Insanity results in an intelligence penalty. Poor choices can result in a loss of intelligence where as good choices can result in an intelligence gain. (outsmart)
Charisma: How charming, attractive, persuasive, influential, and likeable a character is. Charisma vs. Intelligence when trying to influence reasoning. Charisma vs. Willpower when trying to influence or manipulate emotions and alter convictions. (persuade)
Perception: acts as instincts and alertness and determines how well one can sense things about others and their environment. Perception vs. Stealth, Deception, Enigmas, etc. (notice things)

Vital Stats

These stats are all based on checks and bonuses. These are a character's most important stats.

Health Points {HP}: strength x stamina = health
Action Rate {AR}: +1 per five movement points.
Regeneration Level {RL}: +1 per 10 points of stamina, + any race bonuses
Fortitude Level {FL}: +1 per 10 points of strength, + any race bonuses
Resurrection Difficulty {RD}: +1 per death, with check penalties of -2 to Strength, Stamina, Willpower and Intelligence per death!
Resurrection Difficulty of +10% per +1 RD point. Cut check penalties and RD in half to -1 to same checks and +.5 per transient death. If difficulty reaches 100%, a high difficulty campaign is required for resurrection.

Health Points {HP}
.......... Health Points determine a character's overall health and how much damage they can take. Health points are lost as damage is taken and character dies (or in some immortal cases is comatose) when health falls to 0.

Action Rate {AR}
.......... Determines how many actions a character gets per turn.
.......... Example: A movement rate of 15 has +3 AR, which means character gets 3 actions per turn.

Regeneration Rate {RR}
.......... Regeneration defines how rapidly a character can recover from injuries. Everyone heals but many immortal types have a far more rapid healing rate than mortals. Roll regeneration at the beginning of ever turn after damage has been taken, add +1 HP per success, +5 HP per ace to Health.

Fortitude Rate {FR}
.......... Fortitude defines how tough and hard to injure a character is. Subtract fortitude from damage.
.......... Fortitude is the result of robust muscle, thick skin, or supernatural resilience against damage.

Resurrection Difficulty {RD}
.......... All characters get unlimited resurrections albeit resurrections are VERY difficult to come by and each time a character is resurrected from a WoD (way of death), it results in a -2 check penalty to Strength, Stamina, Willpower and Intelligence. These check penalties are permanent until leveled up again. Each transient deaths result in a -1 check penalty to these same checks. Keep track of how many times a character has been resurrected by adding +1 for each death, and +.5 for each transient death. These points determine how difficult subsequent resurrection will be by adding 10% resurrection difficulty (RD) per +1 point! And +5% RD per .5 point!
.......... WoD: All characters have at least one, and usually more, ways of death. Mortals die from fatal injuries and disease, some quasi-immortals die as mortals do but recover so rapidly that they are considered almost immortal, most immortals have a geis (a special way of death) which whether simple or complicated makes them harder to kill. Killing some immortals is a puzzle in and of itself. If an immortal is killed temporarily in a manner that does not involve their way of death, their death is transient and no difficulty restrictions are placed on their method of resurrection.
.......... Resurrections are not easy to come by and invariably result in a quest for a friend or relative of the deceased, or in rare cases, for the very spirit of the deceased to find a way to resurrect their dead or destroyed body. GM calls routines for resurrections if a player does not have a valid resurrection quest outlined, which the GM must approve.
.......... If a character dies TOO many times, they may not find anyone who wants to resurrect them. This can make that 100% RD stand for a LONG time, until someone can be found by their spirit or champion who is willing to raise them.
.......... Character is a low level spirit (+1 level per 50 HP of healthy living form) when they die, GM calls what kind. If character was extremely powerful in life, this can make their spirit rather more powerful than most disembodied spirits. If spirit gets destroyed while disembodied, this adds +2 to RD.

Contents by JD and Sparky © Copyright 2008