Stats and Check Dice

Using Check Dice

Check Rolls: If rolling a check against an action choose the check which applies. Willpower does not apply against detecting movement, but perception does. Always use the check which applies most directly to an opposing action. If two or more checks are used the highest check determines the outcome, they are not added together.

Alertness Rolls: Perception acts as alertness and instincts, and is rolled against Stealth maneuvers. Abilities such as Sixth Sense and Danger Sense can also be rolled against Stealth.

Examples
Willpower (resist) can be used to resist domination, charms, presence and possession.
Intelligence (outsmart) can be used to 'Dismiss' phantasms and illusions.
Intelligence vs. LoD of puzzles and mysteries to gain hints to help you out.
Dexterity (react) vs. Dexterity (react) for agility and reflex checks.
Movement vs. Movement for speed checks.
Strength vs. Strength for tests of muscle.
Intelligence (outsmart) vs. Intelligence (outsmart) to gain knowledge from someone.
Charisma (persuade) vs. Willpower (resist) for persuasion to gain information from someone.
Movement = Yards for distance covered.
Dexterity (react) vs. Dexterity (react) against attacks coming out of haste or in hand to hand contests of agility.
Perception (notice) vs. Stealth (sneak) against hide in shadows.
Stealth (sneak) vs. Perception (notice) when trying to go unnoticed.

Check Standards

Rate chart for Checks:

01-04 Pathetic rating
05-09 Poor rating
10-14 Average rating
15-19 Good rating
20-24 Impressive rating
25-29 Exceptional rating
30-39 Preternatural rating
40-49 Supernatural rating
50-199 Titainic rating
200 - + Divine rating

Rate Chart with Examples

01-04 Pathetic rating (frogs and rice rats)
05-09 Poor rating (hawks and human children)
10-14 Average rating (weak humans and average humans)
15-19 Good rating (athletic humans and immortal youngbloods)
20-24 Impressive rating (powerful humans and average vampires)
25-29 Exceptional rating (legendary humans and average demons)
30-39 Preternatural rating (powerful immortals)
40-49 Supernatural rating (legendary immortals)
50-79 Mythic rating (demigods and devils)
80-200 - + Divine rating (dragons and gods)

Dexterity of 200: you can balance, on a dime, on its edge, on the tip of your big toe.

Adjusting and Using Checks

    Each level 1 character gets a set amount of free points to split between checks in each field. Any check can be leveled up by buying them with experience points. Refer to the bestiary for your character type and add any check bonuses you have to checks.

    GM calls for check rolls when a character is in trouble or when checks are being challenged for gains or losses. Checks are also used as a defense against certain types of powers.

    When Power is opposed by Checks
    .......... Intelligence boosts all magic rolls by +1 HB per ace.
    .......... Same applies to Feats, Special Abilities, and Inborn Powers

Checks

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 200 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.

Check Penalties and Bonuses

Mortal Physical Age Penalties

    Adjust checks normally for race and health and subtract penalties.

    1-8 months: -12 on all
    9 months to 3 years: -10 on all
    4 years to 9 years: -8 on all
    10 years to 15 years: -6 on all
    16 years to 18 years: -4 on all
    19 years to 35 years: none
    36 years to 40 years: -1 on all
    41 years to 50 years: -3 on all
    51 years to 60 years: -5 on all
    61 years to 70 years: -7 on all
    71 years to 80 years: -8 on all
    81 years to 90 years: -9 on all
    91 years to 100 years: -10 on all
    101 + years: -12 on all

    Note: if a mortal has a longer life span; figure where they would fall relative to this age chart. for example, if they have a life span of 300 years, and were 200 hundred years old, they would fall in the 61-70 year mark.

Other Check Penalties

    Insanity: insanity results in loss of -1 on all mental checks per level of insanity during an episode when mental rolls are used. Checks return to normal when episode is over. If state of insanity is constant, losses are permanent.
    Mental Impairment: subtract -1 per level of impairment from mental and physical checks which are impaired.
    Failed Intelligence Checks: if an intelligence check fails, or a character makes a drastically bad choice during a challenge of Mentality, subtract -1 intelligence. These losses are permanent until check is regained through a successful challenge. GM can call check losses whereever a major failure of intelligence occurs.
    Large Size: Large things have less stealth, dexterity, and movement if they are heavy. -1 stealth, dexterity, and movement per +10 pounds above 100 pounds per +1 feet in height or length. Lean things are not heavy, even if very large. Tall or huge things (such as large dragons or giants) cannot maneuver in forests with low branches and tight trees, or in most caves and structures with low ceilings and narrow corridors.
    Intoxicants: GM calls level of intoxication from alcohol, poisons, toxins or substances. -1, -1 per ace to affected checks. These losses are temporary. If abuse is constant, losses are permanent until character ceases to depend on the intoxicant affecting them. If character has an ability which counteracts this penalty, it does not apply.
    Poisons: GM calls effects and level of toxin from poisons, pollutants, chemicals or venoms. -1, -1 per ace to affected checks. Some may do damage, aggravated damage or progressive damage as called. These losses are temporary until a cure is found, and if an antidote is not found, some poisons (but not all) can be deadly. Some poisons can result in permanent loss of physical or mental functions. If a character is immune to the called poison this penalty does not apply.

Check Bonuses

    Size and Movement: +1 Movement gained per +1 feet above 6 feet in height or length. This applies to tall things that are lean, proportionate, or normal weight for their size. This bonus does not apply to creatures that already have movement stats. Use for creatures or characters that morph size.
    Haste: When using haste against haste, or haste in non-combat situations, haste adds +1 movement per success to normal movement roll. In combat; Hasted actions add +1 AR per ace.
    Stealth: Hide in Shadows adds +1 stealth per success to Stealth but all other shadow powers cloak character within the Shadow Realm and do not stack with Stealth. Shadow Walk either fails or succeeds. +2 HB added to hit dice on successful stealth rolls during an ambush.
    Magic: relative checks add +1 HB per Ace to MA hit roll if power is being opposed by checks when a spell hits.



Contents by JD and Sparky © Copyright 2008