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.
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
12m Running 1 Character Point per +1m
0m Swimming 1 Character Point per +2m
2m Leaping 1 Character Point per +1m
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 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.Value Roll on 3d6
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 characters are more maneuverable and have more finesse than other characters.
Combative characters are fighters by nature and excel at hitting and dodging.
Hardy characters are more resilient, tough, healthy, and fit. This Set is a good compliment to nearly any other.
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.
Intellectual characters are smart and disciplined, excelling at Intellect Skills.
Magical characters have strong spirits and a large store of personal essence.
Magical characters who have honed their natural focus on spell accuracy and defense.
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.
Nimble characters are dexterous and hard to hit, although they tend to be a bit leaner than most.
Precise characters are accurate in all activities that they undertake.
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.
Rugged characters are stronger, healthier, tougher, more resilient, and bigger than most characters, but not quite to the same degree as Muscular characters.
Swift characters are fleet of foot and hard to hit.
Wise characters are disciplined and smart.