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Table of Contents
Character Attributes
Each character has 8 main attributes.
Intelligence Quotient (IQ): The general intelligence of the person affects their ability to apply skills and training to events.
Mental Strength (MS): Ability for a person to oppose someone controlling their mind and use psionic powers as well as mental exhaustion.
Mental Affinity (MA): How well a person can communicate with others as well as their ability to perceive the world around them.
Physical Strength (PS): Determines a person’s raw ability to lift, carry, and damage things with melee weapons or physical attacks like punches and kicks.
Physical Dexterity (PD): A person’s nimbleness and ability to maneuver; can help with striking, dodging, and fine motor skill tasks.
Physical Endurance (PE): How much pain, exhaustion, and stress the body can handle, the higher the endurance the more damage the body can take.
Physical Beauty (PB): The attractiveness and physical appearance of a person to help distract or persuade a person.
Speed (SD): Raw physical ability to go fast (or slow).
Attribute bonuses scale based on if they are a set addition to a die roll such as strike, dodge, or damage or are applied to a percentile roll such as a skill or save.
| Stat | + Bonus | % Bonus |
| 16 | +1 | +3% |
| 17 | +1 | +4% |
| 18 | +2 | +5% |
| 19 | +2 | +6% |
| 20 | +3 | +7% |
| 21 | +3 | +8% |
| 22 | +4 | +9% |
| 23 | +4 | +10% |
| 24 | +5 | +11% |
Determining Attributes
There are two ways to determine attributes, rolling or assignment, each have their own pros and cons and it should be decided amongst the group on what type of play style they prefer and every character determine attributes in the same way.
Rolling Attributes
This way of determining attributes has a lot more randomness involved and can create games with a harder difficulty curve depending on how the dice roll. If you are looking for a more traditional way of playing a game this is the best option. You have two options for how to roll, strait down where you accept the roll you make for each attribute, or roll and assign where you roll eight times and select were each roll is assigned. To roll start with 4d6, roll the dice, remove the lowest number; if you roll a 16, 17, or 18 then add the 4th dice to the total. Optionally you can re-roll a single 1 on a die six if you wish to lower the difficulty or rolling for attributes.
Assigning Attributes
This way of assigning attributes is where you are given points to assign to attributes and you pay for each attributes final score. Each attribute starts at 10 and it costs 1 point to increase an attribute by 1, the number of points will be determined by the GM based on how challenging they would like the game to be. An average points assignment should be 40 allowing a character to have all 15’s in their attributes and use skills to increase their attributes into bonus giving scores. An optional assignment is the standard array, where everyone is given the same eight numbers to assign to their attributes, the average standard array would be 17,16,15,14,13,12,11,10. A GM could allow players to move some scores up or down as an option on a one for one point basis or have a lower or higher array of numbers.
Other Attributes
Mana Points (MP)
Mana Points (MP) are used to cast magic and use magical abilities that draw on the natural arcane energies that manifest and exist within each person. This is used in settings that utilize magic and magical classes. Ever person will start with 1d6+P.E. attribute in Mana Points even if they are a non-caster, this amount does not grow with level. This reflects the natural innate energy within themselves. Magic casting or magical ability using classes that draw on Mana Points for spells or abilities will have a higher unique starting MP that will grow with each class level they obtain. If they cross class into a new caster class they will not get the starting MP but the level growth MP for the new class. If you are drained of you MP and it reaches zero then you will feel sluggish and take a -3 to all d20 rolls and -15% to all percentage rolls.
Psionic Points (PP)
Psionic Points (PP) are used by characters with psionic powers to activate their powers and sustain those powers that can control and manipulate the world around them. In settings where psionic powers are used those classes that have the ability to utilize them will have Psionic Points, each class will start with their own number plus the Mental Strength attribute. Some games may allow an option for any character to have latent psionic powers, in those settings all characters would have a base PP of 1d6+MS attribute if they do not have latent powers or a psionic class.
Damage Capacity (DC)
Damage Capacity (DC) is the amount of physical damage a character, creature, or object can take before it dies or is rendered destroyed. Every character starts with a base DC of 1d8+PE and gains 1d8 DC per level. Skills, classes, items, and magic and boost DC permanently or temporarily. Martia classes like a gladiator or soldier might have a large DC boost plus a per level boost while a wizard or psionic class would have a minor DC boost and not see a bonus per level.
Reducing a character to zero DC will render them unconscious, they are still alive and each round they will make a save vs coma/death until healed to 1 DC or they take negative damage that equals one more than their PE. If a character is to take more negative damage than their PE attribute then they will die with no option to be recovered outside of magical intervention or serious changes such as making them a cyborg (if their brain is saved).
To save from going into a coma and dying in three consecutive death saving throws you must make a save vs coma check with a base of 20% adding any bonus from class, items, magic, or attributes. If a player has medical skills, such as first aid or paramedics, they can raise that by 10-30% depending on the skill used and if the helping character makes their skill check. The character will make a coma save every melee round they are down in combat and every hour out of combat. A player will stay alive for a number of hours equal to their PE attribute (plus any class ability bonuses) and die if no brought back to 1 DC by medical intervention or magical healing.
If a player falls into a coma they will have to make 3 death saves in a row or die before they reach their negative PE number. Each death save is 50% plus PE attribute bonus, plus 10% if offered medical intervention with a skill such as first aid (if the helping player makes their skill check). If they save three death checks in a row then they stay in a coma until recovered or the number of hours equal to their PE number has passed. If they fail a save after one or two successes then the success counter resets, if they fail three saves in a row then they die.
If you are in a coma and recover to at least 1 DC then you will stay in a coma for 2d6 days unless you recover your full DC points or are given help within a number of hours equal to your PE attribute. If other characters intervene it is a base recovery of 20% plus bonuses from PE attribute, and any bonus from the use of skills, abilities, equipment, magic, or psionics. Also getting attention from a hospital or medical center will yield bonuses from 10-50% depending GM discretion and the level of equipment and medical care at the facility.
Armor Rating
Armor is a physical barrier between you and incoming damage, this could represent a bullet proof vest, chain mail knights armor, heavy steel on ship, or naturally touch skin. If an attacker hits at or above the Armor Rating (AR) then they do damage to person or object, if the attack roll is below the AR then it does no damage. For armor covering a character, once the DC of the armor is depleted all attacks do damage to the characters personal DC.