Derived statistics are values which are calculated based on existing statistics. You'll need to calculate each of the derived statistics in the section below, and record them on your character sheet. Derived stats increase or decrease as their underlying stats change thorugh advancement or for other reasons.
Attribute & Skill Dice Pools
For each attribute and each skill, record the derived dice pool on your character sheet. These are noted on the character worksheet for convenience. They are as follows:
The actual attribute scores are not needed during play; you need only refer to the dice pools. The attribute scores are used during character creation to provide an expanding granular scale to attribute development.
Health is a mixture of physical and mental stamina. Roll an END dice pool, and a WIL dice pool. If you have the hardy skill, you may roll that also. Record the total as your HEALTH. If the total is less than 10, then increase your HEALTH to 10. When you are hit, you take damage; when you reach 0 HEALTH you are unconscious.
|Skills & Derived Statistics|
|SPEED||running, climbing, swimming|
|DEFENSE||acrobatics, dodging, foresight, [melee skills]|
|MENTAL DEFENSE||concentration, meditation|
You need to determine your regular SPEED, and your CLIMB speed. Note that this process also applies to SWIM and other forms of movement.
Your SPEED is equal to the size of your STR dice pool plus your AGI dice pool. You may also add your running dice pool if you have that skill.
For climbing, swimming, zero-g, high-g, etc. replace the running skill and halve the final total unless an exploit tells you otherwise.
Small (or smaller) characters suffer a -1 penalty to SPEED.
This is the distance and height you may jump automatically. It should be recorded on your character sheet in units of feet, not squares (unlike SPEED) in the format 7'/4'.
Your horizontal jump is equal to twice your AGI attribute in feet.
Your vertical jump is equal to your STR attribute in feet, but cannot exceed your horizontal jump.
These values assume a 10' run-up. From a standing start, they are halved.
Your basic carry increment is equal to STR + END multiplied by 10. Record the value in pounds. If you have carry skill, you may add this (the raw value, not the dice pool) before the multiplier. Each carry increment inflicts a -1d6 penalty to physical attribute checks and -1 to SPEED. No matter how many increments are applied, you cannot carry more than your max deadlift (below).
The maximum deadlift for a medium sized creature is 50 lbs times its STR attribute (adding carry if necessary). Note that a creature's max deadlift capacity is not a comfortable carrying weight; a creature cannot move holding its max deadlift, and can only hold it for a number of rounds equal to its END attribute.
Large creatures like Ogres gain a +50% bonus to carrying values. Larger creatures gain carrying bonuses as follows:
An Olympic power lifter is likely to be a STR 12 human with 6 ranks in carrying. This gives him a max deadlift of 900lb. The world record is just over 1,000lb. Some other examples are given below.
|Creature||Stats||Carry (lb)||Max Lift (lb)|
|Average human||STR 4; END 4||80||200|
|Human powerlifter||STR 12; END 6; carry 6||200||900|
|Ogre||STR 12; END 8; size L||300||900|
|Horse||STR 10; END 12; size L; carry 4||390||1,050|
|Elephant||STR 25; END 25; size E; carry 6||1,120||3,100|
|Dragon||STR 50; END 40; size G||3,600||10,000|
|Kaiju||STR 100; END 75; size C||14,000||80,000|
Initiative measures how quickly you can react in combat situations. It is equal to your INT dice pool. You may also add tactics or reactions dice pools. In starship combat, starship tactics is used instead.
A character has three DEFENSE scores: MELEE DEFENSE, RANGED DEFENSE, and MENTAL DEFENSE. The minimum score for any DEFENSE is 10, whatever the size and skill of the character. If a final DEFENSE score is lower than 10, increase it to 10.
For each DEFENSE score, form a dice pool consisting of attribute, skill, and equipment, as normal (and subject to the normal dice pool limit). Use the following elements to form the dice pool:
Attribute (use one)
For MELEE DEFENSE use the highest of your STR and AGI.
For RANGED DEFENSE use your AGI.
For MENTAL DEFENSE use the highest of INT, LOG, and WIL.
Skill (use one)
For MELEE and RANGED DEFENSE, you may use acrobatics, dodging, or foresight.
For MENTAL DEFENSE you may use concentration, meditation, bravery, discipline, religion, conviction, leadership, psychology, or rulership.
Skill with a melee weapon or unarmed combat applies to MELEE DEFENSE, but not ranged attacks.
If you double-move in a round, you may use running for DEFENSE for that round only.
Equipment (use one)
For DEFENSE against melee, the quality of your weapon, armor, or shield can be used in your dice pool, subject to normal skill limits on weapon quality.*
For DEFENSE against ranged, the quality of your armor or shield can be used subject to normal skill limits on armor quality.*
*You can only benefit from high quality equipment (including armor) up to your skill level. See dice pools for more information.
Having formed your DEFENSE and MENTAL DEFENSE dice pool(s), consult the following table to determine the corresponding static score. This is an average roll of the dice pool, and is used to speed up play (you could, theoretically, roll it as an opposed check each time).
Adjust the final score according to your SIZE.
The minimum value of any DEFENSE score is 10.
Finally, adjust for shields and armor.
- Small shields give +2, medium shields +4, and large shields +6.
- Medium armor inflicts a -2 penalty, and heavy armor a -4 penalty. Light armor inflicts no penalty.
Careers & Defensive Skills
As noted earlier, any time you take a career/tradition skill, you may take a DEFENSE skill instead. These aren't specifically called out in the careers, but all DEFENSE skills are always available to all careers.
The following skills (remember anything can be a skill - feel free to encourage your players to invent their own!) are defensive skills:
Additionally melee skills apply to DEFENSE against melee attacks (as does weapon quality), but not against ranged attacks.
You need to train DEFENSE. Otherwise you will get hit a lot. It's as important as training in weapons.
Roll a REP dice pool and a LUC dice pool and multiply the result by 20. If the final total is less than 100, increase your starting money to 100. You should now peruse the Equipment sections and purchase weapons, armor, and other equipment for your character. Record this on your character sheet.
Finally, note down your attacks. You should have two or three, depending on your equipment. The first is an unarmed attack (brawling, boxing, wrestling, martial arts, depending on skills) and the others might be a melee and a ranged weapon.
An attack is recorded in this format:
Laser pistol 3d6 (2d6+2 heat damage; range 12; notes)
The first value (3d6 in the example) is your attack roll. This is a dice pool formed as normal from attribute + skill + equipment.
Melee attacks use STR or AGI.
Ranged attacks use AGI or INT.
The damage value, range, and any notes are found in the weapon's entry under Equipment.
- Unarmed damage is 1d6 for size Medium and smaller creatures, plus 1d6 for each size category above Medium.
- Note that Felans do 2d6 slashing damage with their claws when unarmed.
- Add your unarmed skill dice pool size OR your STR dice pool size to unarmed damage as a flat bonus, using the dice pool size.
- Add your relevant weapon skill dice pool size to weapon damage as a flat bonus, or your STR dice pool size for melee weapons.
For example, a Felan with 3 ranks in martial arts does 2d6+2 unarmed damaged.
|Size||Tiny - Medium||Large||Enormous||Gigantic||Colossal||Titanic|