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Burn Up Secondary Scores [Logged in view]
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2007-01-18 03:25:21
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Secondary Scores (How To Calculate Its Starting Value)
Hit Points: (TOUGHNESS x3)
-This shows how much damage a character can take when unarmored.
Effective Hit Points: (Hit Points + Hit points x Armor Factor)
- Effective Hit Points show how much damage a character can take taking into account armor and other such protection. When a character takes damage in the game, it counts against her Effective Hit Points. A character can take actions so long as her amount of current Effective Hit Points is 1 or higher. She is alive as long as it is above -TOUGHNESS.
Avoid Score: (AGILITY + awareness)
-This score shows how hard a character is to hit. To hit a character an accuracy check must be made equal to the character's avoid score.
Fortitude (TOUGHNESS + strength)
-This shows how well a character's body can resist harmful powers it is exposed to such as poison, stun guns or death spells.
Will (WIT + charm)
-This shows how well a character's mind can resist influences that would control or harm it.
Energy: (LUCK x 5)
- This score shows the number of points a character has to temporarily increase other scores.
Sequence: AGILITY + AWARENESS
-This score is used to figure out which character's turn is first. This is mostly in combat but can be used for other things.
Healing Rate: (toughness/2)
-This is the number of hit points a wounded character can recover each day.
Speed: (AGILITY/5)
-This is the number of lurks (5ft) a character can move per action during combat. It is also the number of mega lurks (some where between a mile and KM) a character can walk per hour.
Carrying Weight: (STRENGTH x 5)
-This is the maximum total weight that can be carried by a character.
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