Statistics
A Character consists of statistics, twelve statistics summaries a individual Physical, Mental and Inner. In other matters being equal, it is always better to have high Statistic Values than to have low values.
In real life individuals are different in size, muscle and proportions, therefore in game, each statistic stands for a general aspect of a Character. These identified quantities help determine the relative value and capability of Characters, and suggest ways for them to act and react during gaming.
The value of the Statistics measures the basis of the Character. Most of the mental efforts, abilities and personality which make the Character individual and interesting are a matter of roleplay, not statistic values and dice rolls.
Physical group
Strength (STR)
Strength determines the muscle power of the Character. Shows how much they can lift, or push or pull, or bend or how tightly they can cling to something. Strength also shows how much damage done in weapon or hand-to-hand combat.
If Strength is reduced to zero the character is left, an invalid, unable to leave his or her bed.
- Manipulating heavy objects (push, pull, lift, etc.), in cases where the object is extremely heavy or the task is time constrained. Roll a STR test against the Difficulty and possible Target Value set by the Gamemaster. The Gamemaster estimates the Difficulty considering the weight issue, difficulty of handling and other factors, and Target Value considering time constrains, drama and suspense, etc.
- Block a door to prevent someone in pursuit. In this circumstance the Gamemaster can choose to penalise one of the participants, due to circumstance; the mechanics of the door, quality of the foothold, objects to block the door, special blocking technique, etc. Test the Character STR against the opponents STR, the Gamemaster can choose to use the Statistic against Statistic with or without Target Value.
- Break an object with the bare hands: Roll a STR against a Difficulty estimated from the structural strength of the object. All Offenciancy is calculated as Damage (plus Extra Damage) on the Structural Integrity of the object. The Structural Integrity equals the Physical Health of the object.
- Holding onto a rope while dangling over the edge of a cliff, to cling onto a mast in stormy weather or struggling to keep an object in ones hands. Test STR against a Gamemaster decided Difficulty and Target Value, or Statistic against Statistic in situations between more than one person.
Agility (AGI)
The Statistic Agility compares a sense of balance, deftness, dexterity, coordination, manoeuvrability and physical flexibility. Agility can also be used to grab a support to keep from falling, to stay upright in harsh weather or keep from slipping on wet, icy or snowy ground.
A Character without Agility is uncoordinated, unable to preform physical tasks.
- Keeping the balance, walking the high wire, fences, walls, rooftops, pillars, etc. Test AGI against a Gamemaster decided Difficulty, and possible Target Value.
- Leaping great distances. Test AGI against a Gamemaster decided Difficulty, additional Difficulty is added due to jumping distance, type of footing, weather conditions, etc.
- Grab when falling, object thrown for the Character to catch. Roll AGI against Gamemaster decided Difficulty, based on the object grabbed, velocity, situation at hand and suddenness of the event.
- Finger dexterity, handling cards, counting coins, quickly sort items,street games and passing secret messages. Test AGI against a Gamemaster decided Difficulty, extra Difficulty added for complexity and how deluding or convincing the Character performs.
Stamina (STA)
Stamina measures toughness, vigour, vitality and physical resistance.
If Stamina reaches zero, the character dies.
- The ability to withstand Organic Arcane, test STA against Aggressive Arcane Difficulty.
Speed (SPD)
This statistic figures the Characters reflection, quickness, movement and reaction.
Characters who loose all Speed are unable to perform anything physically, due to the their slowness.
- Running, fleeing from an opponent calls for a SPD test against Difficulty zero (0), additional Difficulty is added due to type of footing and weather conditions, etc. If the Gamemaster decides to stretch the chase a Target Value above zero (0) can be chosen.
- Flash Movement, this is the way to overcome sudden events. In cases of a ambush, the Player can make a flash movement (to draw a weapon, load a missile weapon or simply make a Dodge/ Roll with Kinetic Force) with a SPD roll. On a success the Character per usual enter combat on standard Initiative. On failure the Character can only enter combat on the following CR. Flash movement can also be used to react on sudden events heard, but not seen. In an event (horse cart out of control, falling boulders, etc) where the Gamemaster has determined automatic hit, a successful SPD roll gives the Player the opportunity to Dodge/ Roll with Kinetic Force.
Mental group
Intellect (INT)
Intellect represents a Characters concepts, logic, reason and ability to learn. However, true capabilities of thinking do not lie in the Intellect Statistic, but is provided by the Player in term of roleplay.
An character without Intellect is a drooling idiot.
- Learning Ability is only called for, when a Character tries to learn a new Skill or when the Character tries to exceed a Skill Blockade.
- Enigma; If the story reaches a standstill and the Characters need to solve a puzzle to get further, the Gamemaster can call for a Enigma test. A successful roll will not solve the puzzle, the Gamemaster will supply clues to get the story going again.
- Complex Understanding; The Character is able to connect seemingly unrelated information into something useful in the situation at hand. The Complex Understanding test is primarily called for by the Player and very seldom the Gamemaster.
Mind (MIN)
Mind describes a mixture of the Characters enlightenment, remembrance and knowledge.
The loss of all mind leaves the character an amnesiac, without any personality or recollections.
- Memory; The Character's ability to recall past events, which have been experienced in the game. If the Character have forgotten a important NPC's name, the Gamemaster can call for a Mind test against a chosen Difficulty with a Target Value zero (0).
- Knowledge roll is called upon every time a Character needs to draw on information based in the reality of Tempestas. The wisdom of a individual which have been raised in the world of Tempestas; knowledge which the may not know. The lesser the chance is for the Character to have the knowledge, the higher the Difficulty of the Mind test.
- The ability to withstand Astral Arcane, roll against Aggressive Arcane Difficulty. More on this in Arcane chapter.
Intuition (INI)
Intuition contends judgement, awareness, a combination of all senses, sight, hear, smell, taste and feel. Intuition also covers the sense and feel for behaviour and thereby the ability to figure the motives and the character of the individual.
Without any Intuition the character would be unable to sense anything, whether by handicap or by insanity.
- Perception; The Character's five basic senses. Difficulty can differentiate, depending on how hard detection is.
- Empathy, reading emotion and intentions. Testing INI against a Gamemaster chosen Difficulty can reveal if another speaks truth or lie, normally with Target Value zero (0).
- Searching for camouflaged or hidden objects, and other things of non-obvious origin. The harder the object is to find the higher the Difficulty will be. Using INI on a murder scene will not reveal much, as a Character without Forensics Skill do not know what to look for, in this case a successful Forensics test will reveal clues.
- Gut feel; An instinct feeling of things are not as they seem. Gamemaster decides Difficulty and Target Value is zero (0).
- The ability to withstand Conception Arcane, roll against Aggressive Arcane Difficulty. More on this in Arcane chapter.
Notion (NOT)
Notion consists of creativity, guile, the power of the imagination, to visualize and fancy. Notion is also used to block Characters head from mental attacks.
The absence of Notion would cause the character to lose the ability to associate ideas and fantasies. Living a life without goals and dreams.
- Imagination is used to visualize or construct complex objects in the mind. This often used in relation to Arcane (illusionary Arcane). The Difficulty depends on the complexity of the imaged.
- Creativity test is the Character's revelation of an idea or inspiration. A Scientest uses Creativity to invent his creations, and a Painter uses Creativity for inspiration. The Difficulty depends on the likelihood of Character to conceive this idea in the given situation, a Target Value could be of some interest if the Character is under time constrain.
- Artistic Understanding; a tool to understand the intention of a artiste. To analyse and understand art. The Gamemaster can set the Difficulty depending on the complexity of the artwork.
- The ability to withstand Reality Arcane, roll against Aggressive Arcane Difficulty. More on this in Arcane chapter.
Inner group
Charm (CHR)
Charm shows inner attractiveness, fellowship, ability to display emotion, sense of individuality, force of personality and sexual appeal. Charm can be used in social encounters, or when trying to make an initial impression on members of the opposite gender. Charm does not measure appearance, is not a surface Statistic
The fall to zero Charm is a appallingly ugly, provoking comment and shock everywhere.
- Convincing Lie; The ability to tell a lie utterly trustworthy is done by testing CHR against a Gamemaster decided Difficulty with Target Value zero (0). Convincing Lie can be rolled in two ways , the basic CHR Test by Chance or the Against roll tested against the opponents INI.
- Seduce another individual to perform tasks by subtle manipulation of their feelings. Seduce can be rolled in two ways , the basic CHR Test by Chance or the Against roll tested against the opponents WIL.
- Command; can be used to organise a group of people to perform a task more efficiently. This is done by testing CHR against a Gamemaster determined Difficulty, which depend on the number of people present (small crowd Difficulty 0, large crowd Difficulty 20). If a person tries to stand against the command, this person must use WIL tested in Against roll tested against command.
- Intimidation is used to scare a person into submission. Intimidation can be used on the opponent who are uncertain towards their abilities compared to the Characters. In this case the Character's CHR should be tested in a Against rolled against WIL of the opponent.
Willpower (WIL)
The statistic indicates force of will, stubbornness and resistance to physical or mental pain. Willpower measures the ability to shield the mind against Hypnotics.
A character without Willpower is zombie-like and unable to function individually.
- Fight impulses; A Character inclined to act upon a Feature, on 3rd and 4th Degree the character can withstand the urge by rolling WIL against Difficulty 10-20, on 5th Degree the urge must be obeyed and can not be fought.
- Ignore Fatigue Warnings; The Player can negate the effects of Fatigue Warnings by rolling WIL against Difficulty a variable Difficulty. More on this in the Life And Death chapter.
- Resist Risk Zone effects; The Player can negate the effects of Knock-Down and Unconsciousness by testing WIL against a variable Difficulty.
Psyche (PSY)
Psyche dictates the Characters morale, courage, the ability to remain calm and collected. Psyche is rolled against encountered creature's Scare Value.
When Psyche drops to zero, the character becomes a trembling nervous wreck of collected psychosis.
- Courage roll; When the Character faces something horrifying, a Courage test can be rolled see how the Character is affected. The Difficulty of the Courage roll is determined by the Scare Value (a measurement of horror, which the Gamemaster has predetermined for the situation at hand). More on this in the Life and Death chapter.
Spirit (SPI)
This represents a Character's concentration, resolve, focus and spiritual strength. Spirit is used as Ki and Chi in aspects of martial arts or Asian campaigns. Spirit is also used to fend off Diabolus manipulation, Deep Down powers attempt to infiltrate the mind and withstand possession of the dreaded Larva of Dead World.
No Spirit, an empty shell. A body without soul, harvested by Bilinguix, meaning certain undeath.
- The ability to withstand Energy Arcane, roll against Aggressive Arcane Difficulty. More on this in Arcane chapter.
Skull rules
- Physical Health: The Character's physical life force. The amount of Physical Health shows how much damage the Character's physical body can sustain. When the Physical Health is reduced to a sufficiently low amount, different dispositions will spring into motion, such as Knock-down, unconsciousness and finally death.
Physical Health is calculated by STA multiplied by four plus PSY multiplied by two and the outcome is divided by three: (STA*4 + PSY*2)/3. The outcome of this calculation is the character's maximum Physical Health. Which means that if the Character is wounded, healing can only increase Physical Health to this maximum. - Mental Health: As with Physical Health, the Mental Health depicts the Character's mental life force. Mental Health is lost when the Character's mind is attacked in different ways, and when the Character strains the mind in different ways. And as with Physical Health, loss of Mental Health can induce nose bleeds, mental disabilities, memory loss and can end in total coma.
Mental Health is calculated by NOT multiplied by four plus PSY multiplied by two and the outcome is divided by three: (NOT*4 + PSY*2)/3. As Physical Health, calculated Mental Health is the Character's maximum. - Inner Health: Likewise, Inner Health is the spiritual life force. Inner Health damage is inflicted by attack and influence of the Inferi and Diabolus (ghosts and Deemons). Another type of damage is inflicted by the Character breaking supernatural oaths, Arcane contract or divine scripture. Likewise, when sufficiently low Inner Health is reached, the Character becomes without goal, non caring and empty, losing touch with the soul, and finally the soul will be erased from existence.
Inner Health is calculated by WIL multiplied by four plus PSY multiplied by two and the outcome is divided by three: (WIL*4 + PSY*2)/3. Likewise, calculated Inner Health is the Character's maximum. - Physical Healing Factor: The Character's ability to recover from physical damage. Lost Physical Health is recovered in the same amount as the value of the Physical Healing Factor per day. A Character with a Physical Healing Factor of two, heals two Physical Health points per day if the Character rests accordingly.
Physical Healing Factor is calculated by SPD multiplied by two plus SPI and the result is divided by thirty: (SPD*2 + SPI)/30. - Mental Healing Factor: As with Physical Healing Factor, The Mental Healing Factor depicts the Character's ability to recover from Mental Health loss.
Mental Healing Factor is calculated by INI multiplied by two plus SPI and the outcome is divided by thirty: (INI*2 + SPI)/30 - Inner Healing Factor: Likewise, Inner Healing Factor depicts the Character's ability to recover from Inner Health loss.
Inner Healing Factor is calculated by CHA multiplied by two plus SPI and the outcome is divided by thirty: (CHA*2 + SPI)/30 - Extra Damage: A damage adjustment due to the Character's raw muscle power. The Extra Damage is added to unarmed combat, hand-held weapons and thrown weapons. Different types of missile weapons do not gain the damage adjustment, missile weapons includes bows, blowpipe, crossbow and gunpowder weapons.
Extra Damage is calculated by STR multiplied by two plus SPI and the result is divided by nine: (STR*2 + SPI)/9 - Absorbency: The Character's physical resistance to damage. Whenever the Character is inflicted with damage, the Absorbency value can be subtracted. The remaining damage is counted as Physical Health loss. A Character with Absorbency seven is hit by a damage value of twenty, subtracting Absorbency the Character only receives thirteen points of Health loss.
Absorbency is calculated by AGI multiplied by two plus WIL and the outcome is divided by nine: (AGI*2 + WIL)/9. - Initiative: The Character's quickness in combat. During a Combat Round (CR) the Initiative shows in which order the participants can perform action. The Player adds a D10 to the Character's Initiative. The participant with the highest Initiative goes first. The Character and two other participants advances into combat. The Character has a Initiative of nine and the two others have Initiative eight and ten. This means that the participant with Initiative ten begins the CR, then the Character follows and finally the participant with Initiative eight ends the CR. In case of two combatants having matching Initiative they perform their actions at the same time, more on this in the Combat chapter. Combat chapter also details how often and when to roll Initiative.
Initiative is calculated by SPD multiplied by two plus CHA and the outcome is divided by six: (SPD*2 + CHA)/6. - Personal Skill Add: This shows how many extra Skills the Player freely can choose for the Character. Personal Skill Add multiplied by 20 gives the Character Extra Skill points, which can be used at the Player's will.
Personal Skill Add is calculated by INT multiplied by two plus WIL divided by fifteen and MIN multiplied by two plus CHA divided by twelve, and these two results are added together: (INT*2 + WIL)/15 + (MIN*2 + CHA)/12.
Fatigue
Any performance requires some amount of raw energy. Whether it be subjects in physical combat, manipulating the Arcanics or plain hard labour.
- STA+MIN+WIL equals-the Fatigue-measures the endurance towards any sorts of extraordinaire action.
- (STR + NOT + PSY) divided by 20-the Recreation Factor-summeraizes a characters ability to decrease Fatigue loss per day.