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Core values are a sum between their '''base values''' and their '''Attributes'''. Usually characters have a '''base value of 10''' for each of their Core values, though different games and different types of character can affect these as well. Attributes are calculated through a balanced and logical thread of full and half bonuses, the chart below will describe which Attributes give Core value points and how much. Only whole numbers count towards a Core Value, so any half values are retained but not counted for calculating other stats. | Core values are a sum between their '''base values''' and their '''Attributes'''. Usually characters have a '''base value of 10''' for each of their Core values, though different games and different types of character can affect these as well. Attributes are calculated through a balanced and logical thread of full and half bonuses, the chart below will describe which Attributes give Core value points and how much. Only whole numbers count towards a Core Value, so any half values are retained but not counted for calculating other stats. | ||
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| '''Charisma''' || Mind || Body || Charisma helps protect the '''mind''' from negative '''self-image''', thus helping the Body improve. | | '''Charisma''' || Mind || Body || Charisma helps protect the '''mind''' from negative '''self-image''', thus helping the Body improve. | ||
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==Calculating Other Stats== | ==Calculating Other Stats== | ||
Latest revision as of 08:28, 9 December 2025
The
The Core Values
Calculating Core ValuesCore values are a sum between their base values and their Attributes. Usually characters have a base value of 10 for each of their Core values, though different games and different types of character can affect these as well. Attributes are calculated through a balanced and logical thread of full and half bonuses, the chart below will describe which Attributes give Core value points and how much. Only whole numbers count towards a Core Value, so any half values are retained but not counted for calculating other stats.
Calculating Other StatsA character's Maximum HP, MP, their Evasion and Deflection are all affected by Core Values. This section will explain how to do so manually. The digital character sheet can calculate these values for you if desired. Maximum HPMax HP requires knowing the character's HPLV, their Level and their Body core value. HPLV is sometimes known as a character's 'hitdie', defaulted to 6 and can increase depending on how sturdy the character is supposed to be. It's advised to keep HPLV to a value that is divisible by 2. A character's Max HP is the sum of these calculations: ♦ Maximum MPMax MP is a simpler calculation that only cares about all three Core Values and a separate MPLV parameter. Much like how HPLV is the hitdie for health, MPLV is the multiplier for calculating Max MP. The lowest value between Body, Reflex and Mind will be the value multiplied with MPLV. Unlike HPLV, Meta-points aren't halved during level-ups and Core value increases. A character's Max MP uses these rules: ♦ EvasionEvasion only cares about the character's Reflex Core value. However, Evasion is usually limited to a value no lower than 10, except when a character is rendered defenseless or unable to act. A character's Evasion uses these rules: ♦ A character's Evasion is equal to their Reflex Core value. ♦ But Evasion can't be lower than 10, even if Reflex is lower. ♦ Attackers must roll a ToHit equal or greater than Evasion to 'succeed' on a ToHit check. DeflectionDeflection only cares about the character's Body core value. However even more involved than Evasion, it can't be a value lower than the user's Evasion. Generally, any passive Deflection values can't be lost even if the character is defenceless. A character's Deflection uses these rules: ♦ A character's Deflection is equal to their Body core value. ♦ Deflection can't be lower than the character's Evasion stat. ♦ Some sources of Deflection can't be reduced or suppressed (such as armour), even when the character can't act. ♦ Attackers must roll a ToHit greater than Deflection to bypass Deflection defences the defender may have. Core Values and Status MagnitudeThe other purpose of Core values is that they serve as the character's resilience to various status conditions that may affect them during a game, as well as tracking points and resources a character may need to fuel their powers and abilities. Conditions are often linked to one of the Core values, such as Poison affecting the character's Body, or Fear attacking the character's Mind. When used to track a character's Metaphors and powers it can represent their resources or limits before they are unable to manifest their powers. For an in-depth explanation to how Status Conditions and Magnitudes work, and how to use them to power Metaphors and abilities look at the Status Point page. |