Determine Statistics

Once you’ve assigned all of your Ability Dice Pairs, you can determine your Hero’s Statistics, which are miscellaneous ratings for your character. There are two types of Statistics, Resistances and Characteristics, both are mostly derrived from your Ability Dice Pairs and Traits. There are five Resistances and five Characteristics. Resistances are static Target Numbers which are rolled against by outside forces like other characters, creatures, or situational elements. Whenever one of these outside forces attempt to affect your character, they’ll roll against the Target Number of the Resistance. Resistances are determined by finding the value of the die type in the appropriate Dice Pair. If your Dice Pair is 2d12, the die type is d12 and the value of the die type is 12. Since your character is a Hero, you get to add an extra two points to the die type value as well. So, for example, if a Resistance calls for an Ability in which you had a Dice Pair of 2d8, the value for that die type (d8) is 8, plus 2 since your character is a Hero, giving that Resistance a score of 10 . Your Statistics can be modified and made more effective by purchasing specific Traits.

Defense Statistics

  • Reaction (2 + Agility Dice Pair Type Value, Modified by Traits): Measures your character’s ability to dodge incoming danger like gunfire, thrown objects, projectile traps, area of effect damage, and explosions. For example, when one character wants to fire a ranged weapon at another, the roll is Marksmanship vs. Reaction to hit the target.
  • Defense (2 + Close Combat Dice Pair Type Value, Modified by Traits): Measures your character’s ability to block or parry melee and unarmed attacks, either with a melee weapon or shield. For example, when one character wants to attack another with a sword, it’s a Close Combat vs. Defense roll to hit their opponent. If the target is unarmed and the attacker is wielding a melee weapon, the attacker receives a +4 Bonus unless the target has the  “Unarmed Block” Perk.
  • Awareness (2 + Perception Dice Pair Type Value, Modified by Traits): Measures your character’s passive perception, alertness, intuition, and ability to spot import details or danger in their surroundings. For example, when one character is trying to sneak past another, they’ll roll Stealth vs. Awareness to successfully elude them.
  • Willpower (2 + Resolve Dice Pair Type Value, Modified by Traits): Measures your character’s natural force of will and mental fortitude when resisting outside influences. For example, when one character is attempting to bluff another, the roll is Deception vs. Willpower to convince them of their lie.
  • Endurance (2 + Vitality Dice Pair Type Value, Modified by Traits): Measures your character’s physical toughness and ability to resist damage. For example, whenever a character hits with an attack against a target, they’ll roll Weapon Damage vs. Endurance to inflict Wounds.

 

Characteristics are other types of ratings that often come into play during action scenes and combat. Some Characteristics are determined by your Abilities, while other start at a default number for all Heroes and are modified by Traits. Initiative determines who acts first in tense, action-oriented moments, like when enterting a combat situation. It is determined by combining the die types for your character’s Agility and Awareness Ability Dice Pairs, reflecting their reaction speed and alertness. For example, if your character had an Agility 2d8, and an Awareness of 2d6, you would take one die from each of the Dice Pairs (a d8 and a d6), making your Initiative d8 + d6. When rolling Initiative, you’ll roll both dice and add up their results. Turns then go in decending order, from best result to lowest result for the remainder of the combat scene.

Base Speed represents how quickly a character can move by default, usually in combat situations. Base Speed has a default rating of 4, meaning your character can move four squares on a battlemap with a Move Action (or 20′ if each square is 5′). Speed is often influenced by Traits, and may be lower then 4 if your character’s race or species calls for it, such as dwarves in fantasy settings who are slightly slower then other races. Run Speed is used whenever your character is forcing themselves to move faster than normal, such as when sprinting or charging across a battlefield. Run Speed is equal to 1/2 your character’s Athletics Die Type value plus your Base Speed. So, if you had a Base Speed of 4 and an Atheltics Dice Pair of 2d10, you’d find the Dice Pair value (10), divide it by 2 (10/2=5), then add that to your Base Speed (5+4), giving your Run Speed a value of 9.

Encubrance determines how much weight in pounds your character can comfortable carry. It is determined by multiplying the value in your character’s Atheltics Dice Pair Die Type by ten. In other words, if your character had an Atheletics Ability of 2d8, you’d multiply 8 by 10 and have an Encumbrance rating of 80 (8×10=80). Your character can carry up to that many pounds without too much trouble, but if you carry more than that, your character will be considered Encumbered, and will take penalties to some physical Abilities. The maximum amount of weight they can carry without having to drag the weight behind them is twice your Encumbrance rating.

Lastly, Adrenaline reprents your character’s ability to exert themselves, performing better and trying harder when under pressure. Adrenaline comes in the form of points that you can spend to gain bonuses to rolls and envoke special abilities awarded by Traits. If you use an Adrenaline point to improve a roll, you get to roll an additional d4 and add it to your total result. Many Traits give you special abilities that can be used by spending an Adrenaline point. For example, if your character has the Cleave Perk, they can spend an Adrenaline point to get an extra attack on an adjacent enemy when they successfully attack another. Spells often require the use of Adrenaline points as well. Adrenaline has a base value of 6 and is modified and improved by Traits. 

 Characteristics

  • Initiative (Agility Die + Awareness Die, Modified by Traits): Measures how quickly your character reacts in combat and action scenes.
  • Base Speed (Default is 4, Modified by Traits): Measures your character’s base speed when moving in combat and action scenes. Essentially their “walking speed”.
  • Run Speed (Base Speed + 1/2 Athletics Die Type, Modified by Traits): Measures your character’s sprinting speed when moving in combat and action scenes.
  • Encumbrance (Athletics Die Type x 10, Modified by Traits): Measures the amount of equipment and items your character can comfortable carry in pounds.
  • Adrenaline (Default is 6, Modified by Traits): Measures how often your character can put forth extra effort to improve rolls or use special abilities.