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CON (Constitution) Attribute. The basic
ruggedness of your character.
Min=3 Ave=11 Max=18 Roll=3D6.
Credit Rating Calculated Statistic. Most often,
people are judged by first impressions. Credit Rating helps to establish
how good a first impression a character can make, especially among
well-to-do company.
Note:This calculations will give you your character's BASE Credit
Rating. You may spend skill points to raise Credit Rating.
Calc=(APP + MAG + WIL + Sanity + Money Stat)/6 Range=4-25.
Damage Bonus (also DB) Calculated Attribute. Due to
your character's strength and size, or lack thereof, he or she is alloted
a bonus for all physical attacks.
Calc=Table Range=-1D6 to +1D6.
STR + SIZ | Bonus |
---|---|
2 to 12 | -1D6 |
13 to 16 | -1D4 |
17 to 24 | 0 |
25 to 32 | +1D4 |
33 to 40 | +1D6 |
DEX (Dexterity) Attribute. Generally represents how
agile your character is.
Min=3 Ave=11 Max=18 Roll=3D6.
Dodge Statistic/Skill. Determines how well and how
often your character can get out of the way of things. This skill can be
increased with skill points and roleplay.
Calc=DEX x 5 Range=15%-99%.
EDU (Education) Attribute. How educated your character
is. Help determine the likelihood of a character having heard or read
about a specific topic that is not otherwise refered to by other factors
on the character sheet.
Min=6 Ave=14 Max=21 Roll=3D6+3.
Hit Points (also HP) Calculated Attribute. Based on
your character's constitution and size, this number represents how much
damage your character can take from physical attacks before he dies.
Calc=(CON + SIZ)/2 Range=7-18.
Idea (Idea) Calculated Attribute. Based on the
character's intelligence, this attribute is designed to help your
character think through problems, and notice things that the player might
miss.
Calc=INT x 5 Range=40%-99%.
INT (Intelligence) Attribute. How smart your character
is. Note that intelligence is not education.
Min=8 Ave=13 Max=18 Roll=2D6+6.
Know (Knowledge) Calculated Attribute. Based on the
character's intelligence. Know can never be more than 99%, to
represent the fact that no investigator can know everything. This
attribute helps to represent all of the trivia that the character may have
picked up through his or her lifetime.
Calc=EDU x 5 Range=30%-99%.
Luck (Luck) Calculated Attribute. Based on the
character's magic attribute. This represents how well or ill disposed the
universe is to your character, in that it is a reflection of how well you
can relate to the true nature of the universe. Luck rolls can help your
character succeed when he would not have, or to assist other characters in
some action.
Calc=MAG x 5 Range=15%-99%.
MAG (Magic Potential) Attribute. How magically capable
your character is. This attribute does NOT imply that your character has
any knowlwdge that spells even exist, however.
Min=3 Ave=11 Max=18 Roll=3D6.
Magic Points (also MP) Statistic. Your character's
maximum in Magic Points is equal to his MAG attribute. If your character
knows any spells, he must use Magic Points to fuel the spell. If at any
time a character's Magic Points drops to zero, the character will fall
unconscious.
Calc=MAG Range=3-18.
Money (Money) Statistic. Helps determine how wealthy
your character is. It generally shows how much money you can expect to get
in a normal year of work, and how much you have managed to purchase and
save over the years.
Note: This Stat can be changed by roleplaying and background
information.
Min=1 Ave=5.5 Max=10 Roll=1D10.
Sanity (Current Sanity) Statistic. This statistic,
which can fluctuate depending on roleplay, is based on the SAN attribute. When play begins, unless the character's
background dictates otherwise, Sanity will have the same value as SAN. As
your character is forced to recognize the reality of otherworldly and
inhuman concepts, his Sanity will drop. Once it reaches zero, the
character has gone completely insane and will not be able to function in
human society for many years, if ever. Psychoanalysis can repair some of
the damage to a character's psyche, but can never give more Sanity points
than the SAN attribute. Success sanity, gained by thwarting an evil plot,
can also rejuvinate Sanity, and CAN boost Sanity above SAN.
Calc=SAN Range=15%-99%.
SAN (Maximum Sanity) Calculated Attribute. This
statistic can get changed through roleplay. The Sanity Attribute is a
reflection of your character's willfulness, and represents how firm a
grasp on reality he or she has. If you learn too much about the secrets
that lie beyond man's understanding too fast, your SAN can be
lowered--permanently. If you seek professional councelling to help
reorganize your mind, your Current Sanity can be restored up to, but not
above, your Sanity Attribute.
Note: Maximum Sanity is not the same as your Current Sanity.
Calc=WIL x 5 Range=15%-99%.
STR (Strength) Attribute. Represents the physical
power of your character.
Min=3 Ave=11 Max=18 Roll=3D6.
WIL (Will Power) Attribute. Shows how willful or
manipulatable your character is.
Min=3 Ave=11 Max=18 Roll=3D6.