06 - Characteristics

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            All heroes start with a base set of characteristics as detailed on the Characteristic Table and Movement Table. You will choose five (5) Characteristic Sets to improve these.

            It is strongly recommended that the first Characteristic Set you choose should be the “Quick” set. Since the Speed Characteristic determines how many Phases (i.e., character actions) a character has in a Turn, and the average Speed is 2, having at least a Speed of 3 or more is recommended for all adventurers. Even an adventurer focused on intellectual pursuits commands a physicality that is superior to the common man.

            Once you have selected all of your Characteristic Sets, combine these choices with the Base Characteristics, including any Characteristic modifications from the character’s Racial Template.

            Total points spent on Characteristics after this step will be 50.


Character Creation Steps

1. Grab a blank Character Sheet

2. Choose a Racial and Cultural Template (20 points)

3. Choose an Archetype (25 points)

4. Choose a Disposition (15 points)

5. Choose a Background (10 points)

6. Choose Characteristic Sets (5 Sets; 50 points)

7. Choose additional Abilities (Skills, Talents, or Perks; 30 points)

8. Choose 50 points of Matching Complications

9. Purchase Equipment with 250 SP 


CHARACTERISTICS TABLE

Characteristic    Value    Cost     

STR                 10         1 Character Point per +1 STR      

Strength ndicates a character’s lifting capacity and base HTH damage

DEX                 10         2 Character Points per +1 DEX     

Dexterity determines who acts first in combat and provides DEX-based Skill Rolls

CON                10         1 Character Point per +1 CON      

Consitution determines if a character is Stunned in combat and provides CON Rolls

INT                  10         1 Character Point per +1 INT        Provides Perception Rolls and INT-based Skill Rolls

EGO                10         1 Character Point per +1 EG

Ego etermines character’s resistance to most Mental Powers, provides EGO Rolls

PRE                  10         1 Character Point per +1 PRE

Presence allows character to make Presence Attacks, provides PRE-based Skill Rolls

OCV                 3          5 Character Points per +1 OCV     

Offensive Combat Value indicates the character’s accuracy in combat

DCV                 3          5 Character Points per +1 DCV     

Defensive Combat Value indicates how hard it is to hit the character in combat

OMCV              3          3 Character Points per +1 OMCV  

Offensive Mental Combat Value indicates the character’s accuracy in Mental combat

DMCV              3          3 Character Points per +1 DMCV  

Defensive Mental Combat Value indicates how hard it is to hit the character in Mental combat

SPD                  2          10 Character Points per +1 SPD

Speed determines how frequently the character gets to act in each Turn of combat

PD                    2          1 Character Point per +1 PD

Physical Defense protects the character from Physical attacks (such as punches and clubs)

ED                    2          1 Character Point per +1 ED         

Energy Defense protects the character from Energy attacks (such as fire and lasers)

REC                 4          1 Character Point per +1 REC

Recovery indicates how quickly the character recovers from being Knocked Out or injured

EREC               4          1 Character Point per +1 EREC    

Essence Recovery this is the rate at which ESS is recovered.

END                20         1 Character Point per +5 END

Endurance the “personal energy” that “fuels” many abilities and powers

ESS                 10         1 Character Point per +1 ESS

Essence is the store of essential energy that the shaper has available for casting spells.

BODY             10         1 Character Point per +1 BODY

Body indicates how hard it is to kill the character

STUN              20         1 Character Point per +2 STUN

Stun indicates how hard it is to Knock Out the character


MOVEMENT TABLE

Base        Movement
Value      Mode             Cost

12m         Running         1 Character Point per +1m

0m           Swimming      1 Character Point per +2m

2m           Leaping           1 Character Point per +1m

 

CHARACTERISTICS TOTAL

            The total Value of a Characteristic is the Characteristic Base (see Characteristics Table) plus any Characteristics from the Racial Template plus the Characteristics from the Characteristic Sets.

            The total Cost of a Characteristic is the Cost from the Racial Template for that Characteristic plus any Cost from the Characteristic Sets. 


CHARACTERISTIC ROLLS

            Characteristic Rolls are described in greater detail on BR 17 (and 6E1 43). In some situations, it may not be clear whether a character can perform a particular action. Characteristic Rolls can be used to determine success or failure such actions, and are also used as the Base Skill Roll for Skills.

            A Characteristic Roll is calculated as 9 + (CHAR/5), where CHAR is one of the following Characteristics: STR, DEX, CON, INT, EGO, or PRE. A table is also provided to determine the Roll.

CHARACTERISTIC ROLLS TABLE

Value    Roll on 3d6

0-2        9-

3-7        10-

8-12      11-

13-17    12-

18-22    13-

23-27    14-

28-32    15-

 

CHARACTERISTIC SETS

            Characteristic Sets reflect the most defining Characteristics possessed by a character. The Set names should give a good indication of what abilities the Set provides. Choose one Set.

            It is possible to choose a Set twice, and doubling the Characteristic bonuses and adding the adverb “Very” to the title of the Set most easily reflect this. No Set should be chosen more than twice. 

DEXTEROUS

            Dexterous characters are more maneuverable and have more finesse than other characters.


Dexterous Set

Cost      Characteristic

10         +5 DEX

Total Points of Characteristics: 10

 

COMBATIVE 

            Combative characters are fighters by nature and excel at hitting and dodging.

 

Combative Set

Cost      Characteristic

5          +1 OCV

5          +1 DCV

Total Points of Characteristics: 10

 

HARDY 

            Hardy characters are more resilient, tough, healthy, and fit. This Set is a good compliment to nearly any other.

 

Hardy Set

Cost      Characteristic

3          +3 CON

1          +1 PD

1          +1 ED

1          +1 REC

2          +10 END

2          +4 STUN

Total Points of Characteristics: 10

 

INFLUENTIAL 

            Influential characters are charismatic and smart, excelling at Interaction Skills as well as Intellect Skills. This is a good set for a leader or diplomat character type.

 

Influential Set

Cost      Characteristic

5          +5 PRE

3          +3 INT

2          +2 EGO

Total Points of Characteristics: 10

 

INTELLECTUAL

            Intellectual characters are smart and disciplined, excelling at Intellect Skills.

 

Intellectual Set

Cost      Characteristic

5          +5 INT

3          +3 EGO

2          +2 PRE

Total Points of Characteristics: 10

 

MAGICAL 

            Magical characters have strong spirits and a large store of personal essence.

 

Magical Set

Cost      Characteristic

2          +2 EGO

2          +2 EREC

6          +6 ESS

Total Points of Characteristics: 10

 

MAGICALLY COMBATIVE 

            Magical characters who have honed their natural focus on spell accuracy and defense.

 

Magical Set

Cost      Characteristic

6          +2 OMCV

3          +1 DMCV

1          +1 ESS

Total Points of Characteristics: 10

 

MUSCULAR

            Muscular characters are renowned for their strength and toughness. For really tough characters, select the Rugged or Healthy Characteristic Sets. Muscular characters tend to be bigger than most other characters.

 

Muscular Set

Cost      Characteristic

5          +5 STR

2          +2 CON

1          +5 END

2          +2 BODY

Total Points of Characteristics: 10

 

NIMBLE 

            Nimble characters are dexterous and hard to hit, although they tend to be a bit leaner than most.

 

Nimble Set

Cost      Characteristic

6          +3 DEX

5          +1 DCV

-1         -1 BODY

Total Points of Characteristics: 10

 

PRECISE 

            Precise characters are accurate in all activities that they undertake.

 

Precise Set

Cost      Characteristic

4          +2 DEX

1          +1 INT

5          +1 OCV

Total Points of Characteristics: 10

 

QUICK 

            The Quick Set is for those characters that want to focus on Speed. If the character has already increased his Speed to 3, as is recommended, this will take the character to Speed 4. No character should begin play with more than Speed 4.

 

Quick Set

Cost      Characteristic

10         +1 SPD

Total Points of Characteristics: 10

 

RUGGED

            Rugged characters are stronger, healthier, tougher, more resilient, and bigger than most characters, but not quite to the same degree as Muscular characters.

 

Rugged Set

Cost      Characteristic

3          +3 STR

3          +3 CON

1          +1 PD

1          +1 ED

1          +1 REC

1          +1 BODY

Total Points of Characteristics: 10

 

SWIFT

            Swift characters are fleet of foot and hard to hit.

 

Swift Set

Cost      Characteristic

5          +1 DCV

4          +4m Running

1          +1m Leaping

Total Points of Characteristics: 10

 

WISE 

            Wise characters are disciplined and smart.

 

Wise Set

Cost      Characteristic

3          +3 INT

5          +5 EGO

2          +2 PRE

Total Points of Characteristics: 10

 

 

 

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