The Core Values
(Body, Reflex and Mind) are created via a combination of base values and the character's Attribute scores. They are very important as these core values influence a character's other stats, including Health (HP), Meta-Points (MP), Evasion and Deflection. As well as the character's ability to resist Status Conditions and be used to power Metaphors or track other resources.
The Core Values
Body
is the core value that represents a character's physicality. It helps protects against physiological conditions, like a tolerance for pain and disease. Body directly contributes towards a character's Max HP and Deflection.
Reflex
is the core value that represents a character's active and reactive impulses. It helps protect and mitigate unusual circumstances such as area effects and falling damage. Reflex improves a character's Evasion, and can reduce the amount of damage taken from falls, as well as the amount of time it can take to break out of traps and containment.
Mind
is the core value that represents a character's mental stability. It helps protect against psychological conditions, like a tolerance for Mind-control or Fear. Mind does not directly affect any other stats, but is still counted alongside the other cores to determine a character's Meta Points.
Calculating Core Values
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.
Attribute-Core Chart
Attribute |
Adds +1 |
Adds +0.5 |
Logical Thread
|
Strength |
Body |
Reflex |
Strength is the power to move the body, thus it influences Reflex.
|
Endurance |
Body |
Mind |
Endurance is as much about a healthy mind as it is a healthy body, thus Mind is improved.
|
Agility |
Reflex |
Body |
Agility is about precise movements of the body, thus Body is improved.
|
Perception |
Reflex |
Mind |
Perception requires a clear and focused mind to perceive, therefore Mind is improved.
|
Intellect |
Mind |
Reflex |
Intellect being primarily about thinking quickly, makes sense to improve Reflex.
|
Charisma |
Mind |
Body |
Charisma helps protect the mind from negative self-image, thus helping the Body improve.
|
Calculating Other Stats
A 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 HP
Max 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.
A character's Max HP is the sum of these calculations:
♦ HPLV
(Character always starts with at minimum their full HPLV value even without a Body score)
♦ Half_HPLV
* Level - 1
(Every level beyond the first, character gets half their HPLV value in Max HP)
♦ Half_HPLV * Body
(Character gets half their HPLV value for every whole Body core point they possess)
Maximum MP
Max 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:
♦ MPLV * Level
+ MPLV * MIN_Core_Value
(Total sum of a character's Maximum MP, observe tooltips for clarity)
♦ The lowest value of all the core values is used for calculating MP.
Evasion
Evasion 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 Reflex can't be lower than 10, unless specified otherwise.
Deflection
Deflection 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 defenseless.
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.
Core Values and Status Magnitude
The 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.