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1B- Character Sheet Explained

 

Persona: The gist of the character’s personality, usually summed up in 1 to 3 words. Some examples could be disaffected youth, martyr complex, rebellious but kind, misguided protector. They represent a rough understanding between the player and Narrator of what might be expected of the character. Though as long as no meta gaming is afoot the player has final say on their character's actions... though the Narrator determines the consequences.

 

STATS: Represent what a character is on a very basic level. They are broken down into Physical and Mental Stats. The scores are explained in the beginning under dice.

 

Physical Stats

Strength: Melee and hurled weapon bonus damage (see Rules- Combat), Lifting & carrying,

Adroitness: Hand- Eye Coordination. Affects most Attack rolls

Agility: Affects Dodge Resist, Many Aptitudes

Fortitude: Overall bodily well being. Affects Wound points and Healing Rate

Endurance: Stamina. It affects Physical Resist and Recovery

Appearance: How impressive the character looks. It affects Initial Reactions and some social interactions. The character need not be attractive in the conventional sense though.

 

Mental Stats

Reason: Learning/ Problem Solving, Affects Many Aptitudes

Memory: Capacity for recall, effects all Knowledge skills

Intuition: Instinct, effects all Senses,

Willpower: Determination, Affects Mental Resist,

Boldness: effects Bravery Resist, Initiative,

Charisma: Overall likability, Affects Presence and most Social skills

 

Awareness: Determines what a character notices via their senses. It is directly affected by the character’s Intuition. A character that isn't very distracted is always considered to be passively aware of their surroundings. Some powers and aptitudes can improve this, usually limited to specific senses.

 

Resistances: Also called Resists. These are rolls usually to not be affected by something or another, whether it is an attack, a power or such. It has a score of it's own and various stats are added to the roll for specific situations. Listed below are the most common, but depending on the Narrator's discretion other stats might be fitting of certain situations.

 

Dodge: Basically the characters ability to get out of the way of things, like an attack or an avalanche. It is directly affected by the character’s Agility. For certain situations another stat might be used, as determined by the Narrator, such as a character remote controlling a robot might use Adroitness. This resist is detailed in section 2C.

 

Physical: The character’s ability to resist poison, disease, bodily trauma, and such. It is directly affected by the character’s Endurance. For certain situations another stat might be used, as determined by the Narrator, such as a character using strength to resist crushing damage.

 

Mental: Resist various mental attacks and other similar effects. It is directly affected by the character’s Willpower. For certain situations another stat might be used, as determined by the Narrator, such as Reason or Intuition versus an illusion.

Bravery: Capacity to overcome fear. This is the same base as Mental Resist, but is directly affected by the character’s Boldness.

 

Initiative: Determines who goes when & is especially important in the 1st round of combat. It is directly affected by the character’s Boldness. Some powers and aptitudes can improve this score.

 

Action Points: Fuels what a character does in the round. The base for action points is 10. Action points reset on the character's initiative count, so it is 'use it or loose it'.

 

Health- More details on Health in section 2D.

 

Vim (Wound): Is the characters actual physical condition.When it is under 10 causes a penalty to rolls. The base for Wound is 10, with a bonus equal to the character's Fortitude score.

 

Vigor (Vitality): Is the characters energy to do physical activity. Vitality loss is just minor injury. The base for vitality is determined by adding all physical stats together, except for Appearance which is left out and Endurance which is doubled.

 

Recovery: Is the characters capacity to catch their breath and regain vitality. The base for this is 10 and is modified by 1/2 of the character’s Endurance. Recovery usually costs 10 AP to do, but this can be affected by Aptitudes and such.

 

Healing Rate: This represents the characters capacity to heal can regain wound points. The basis of this is their Fortitude. The amount of wound points healed per day is modified by a multiplier based on the situation the character is healing in: Any strenuous activity is x 0/ no healing, low activity is x 1/2, bed rest is x1, competent care is x2, professional hospital care is x 3, top of the line health care is x4. These multipliers are progressive and do not combine.

 
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