Wiki:
Page name: TSr Statistics [Exported view] [RSS]
2006-08-23 15:16:22
Last author: Veltzeh
Owner: Veltzeh
# of watchers: 1
Fans: 0
D20: 2
Bookmark and Share

Tekeonia System Rules

Statistics


Characters get in total 25 points to use on their stats. (Initial TEL is determined by the telepathic ability of the species.) The minimum amounts for each stat are marked on the species info pages since they depend on the species: TSi Species.
The characters are aware of stats in the respect that they can compare them to others' stats and know what they do in general. They know their own CC and HP amounts in terms of (approximately) "full", "lacking a little", "half", "close to zero" and "stars I only have 1 left! Aaagh!". Telepaths can sense their and others' CC a bit more accurately. Characters can also see from others how much HP they have if they see the character get hurt. Characters also know that weapons have stats and can compare them in a store if they aren't very proficient with weapons otherwise.

HP – Health points: how much damage the character can take.
Initial HP is 3·CON, but no less than 10.
HP increases by (2·CON+LVL)/3 every level.
HP above 0 means the character is conscious.
From 0 to -9 is unconscious.
From -10 to -20 is in coma. (With treatment, D4: 4, chance of recovery; 3, chance of recovery with minor damages (permanent stat decrease (D4)); 2, chance of recovery with moderate damages (permanent stat decrease (D8)); 1, chance of recovery with major damages (permanent stat decrease (D12)). Damages are repairable with cybernetics if applied very soon after the "accident".)
From -21 to -30 is lost. (Part of brains, personality and even memories can be rewoken in an anthropoid, or even cybernetic body if enough of the rest body is left.)
Under -30 has completely lost all brain tissue that might have been repairable.

CC – Concentration: mental health, usually decreases when the character uses or is affected by telepathy.
Initial CC is |TEL|·10, but no less than 50.
CC increases by 10 every time the TEL stat is increased/decreased.
Temporary CC decreases when the character uses telepathy (decreases by the ability's designated amount and/or user's TEL amount divided by target's TEL amount) or is affected by telepathy. Characters can regain CC by sleep, rest, general inactivity, some items and even by concentrating on regaining it (a telepathic skill). Rate of regaining depends on the TEL stat; the larger the stat, the longer it takes to regain CC because of brain sensitivity. A character doesn't really notice the decreasing of CC, unless it's drastic (decreases by about 15 or more at one time). They can, however, remember or learn what kind of activities lower CC and notice overall how badly their CC has been drained. Telepaths are more aware of CC than non-telepaths.
CC above 0 means the character functions normally.
at 0 character gets a migraine (inflicting CC/3 to TEL) and dizziness (original TEL chance to faint for a turn);
at -12 character gets a bad headache (CC/10 stat modifier to all other stats);
at -20 character loses voluntary body control;
at -30 character loses senses except for telepathy;
at -50 character loses consciousness;
at -60 the character suffers minor nervous system damage;
at -70 the character suffers some nervous system damage;
at -80 the character suffers moderate nervous system damage;
at -90 the character suffers serious nervous system damage;
and the effects stack.

TEL – Telepathy: the skill level of telepathic ability for telepaths and inability for non-telepaths.
Non-telepaths have negative and telepaths positive values. It increases or decreases when leveling up.
Non-telepaths have a negative TEL stat that can only decrease. They have no chance to learn telepathy and can't consciously resist it. It should be noted that if a non-telepath is not aware of telepathy and doesn't have rudimentary knowledge about it, the TEL stat can't be decreased except under special circumstances.
Slightly telepathic characters have a TEL stat that must initially be 0 and decreases if they don't want to learn telepathy, and increases if they want to learn telepathy. If taught, they may learn telepathy (empathy, neurological control and telepathy on levels 1 and 2) and how to resist with INT.
Somewhat telepathic characters have a TEL stat that must initially be 0 and decreases if they don't want to learn telepathy and increases if they want to learn telepathy. They can learn simple telepathy by themselves (empathy, neurological control and telepathy on levels 1 and 2) and more advanced telepathy (only nanokinesis is off-limits) if taught, and they can resist telepathy with INT.
Telepaths have a positive TEL stat that can only increase. They can learn telepathy by themselves and can naturally resist with INT and TEL.

INT – Intelligence: how intelligent the character is and how much the character knows in general. It's also the power level of telepathy and chance of telepathic critical hits.

CHA – Charisma: how good the character is at talking to and manipulating others and how well people react to the character.

ACC – Accuracy: how accurately the character shoots and overall dexterity. It's also the ranged damage dealt, overall dexterity and chance of physical critical hits.

SPD – Speed: how fast the character is and reaction time. It's also reaction time, overall speed as in dodging melee attacks and slow ranged attacks and how often a character can shoot a firarm in one turn.

STR – Strength: how strong the character is physically. It's also melee damage dealt and overall physical strength.

CON – Constitution: how well the character can take and resist damage. Also how sturdy the character is overall.

<img:stuff/TSSEPARATOR01.gif>

How stats are marked


stat: 12/20 | +1 (item), +2 (item), +1 (item) | (24)
current amount / unmodified total maximum | non-temporary modifications | (modified maximum)
Modification includes any non-temporary and passively functioning items. Does not include temporary items such as weapons.

Temporary modifications and specific stuff is indicated with +# after the total, so that the whole thing
becomes 12/20 | +1 (item), +2 (item), +1 (item) | (24) | +3 (electricity) -2 (heat)

<img:stuff/TSSEPARATOR01.gif>

Attack rolls

– The attacker makes an attacking roll and the target makes an opposing roll. If the attacker's roll is higher, attack succeeds. If the target's roll is higher, attack fails. If the rolls are equal, the attack fails (unless damage is dealt separately, in which case damage is halved).
– Melee / slow ranged weapon critical hit (fast ranged weapons can't make critical hits): there's an ACC % chance to deal LVL more damage. A LVL 7 character with an ACC stat of 9 has a 9 % chance of dealing 7 more damage.

A character's static armor decreases physical damage no matter how the character reacts to an attack. All armor doesn't affect all weapons though (for example, metal armor actually increases damage from electricity).

Shooting with a fast ranged weapon: 1) (hit) SPD versus ACC, D20 for both. 2) (damage) CON from armor and forcefields versus ammo ATK, D20 for both.

Shooting with a slow ranged weapon, dodge: ACC plus modifiers versus SPD plus modifiers plus CON from armor and forcefields, D20 for both.

Shooting with a slow ranged weapon, block: ACC plus modifiers versus CON plus all modifiers, D20 for both.

Attacking with a melee weapon, dodge: ATK plus modifiers versus SPD plus modifiers plus DEF from armor and forcefields, D20 for both.

Attacking with a melee weapon, block: ATK plus modifiers versus DEF plus all modifiers, D20 for both.

<img:stuff/TSSEPARATOR01.gif>

Telepathic rolls

– The attacker makes an attacking roll and the target makes an opposing roll. If the attacker's roll is higher, attack succeeds. If the target's roll is higher, attack fails. If the rolls are equal, the attack fails. If the attack's purpose is an effect other than damage or damage is rolled separately, a 2 or less difference in rolls means that the effect is half as strong.
– Telepathic critical hit: there's an INT % chance to deal LVL more damage or achieve an effect twice as strong. A LVL 5 character with an INT stat of 7 has a 7 % chance of dealing 5 more damage.

Using any telepathic ability on a telepath: TEL+INT versus TEL+INT, D20 for both.

Using any telepathic ability on a character who's using Conscious resistance (telepathic skill): TEL+INT versus TEL+INT, D20 for both (yes, that's the target's TEL, not |TEL|, so it might be negative).

Using any telepathic ability on a non-telepath: TEL+INT versus |TEL|, D20 for both.

<img:stuff/TSSEPARATOR01.gif>

Skill rolls


Skill rolls against a GM-set DC (difficulty rating): if the character's roll is equal or greater than the DC, the roll succeeds. In some cases the DC is escalating: the higher the roll, the more successful it'll be.

When using skills against another character, the effect usually depends on the skill.

Skills: the skills the character knows. More information at TSg Character skills.

Telepathic skills: the telepathic skills the character knows. Their rolls are a bit different, more information at TSg Telepathy.




Miscellaneous


CA – Carrying capacity: how much the character can carry. Can be calculated by (STR+CON)*8.

Character's weight and height: The height and weight of a character can have an effect on rolls and other things. For example, a heavier character is harder to move, and silencers can usually be pushed aside without any effort. The bonuses for different skills are marked on the tables below:
Height (cm)  Hide  Grapple  Tumble
under 80     +3    -3       +4
 80–119      +2    -2       +2
120–159      +1    -1       +1
160–189      0     0        0
190–209      -1    0        -1
210–229      -2    +1       -2
230–250      -3    +3       -3
over 250     -4    +5       -5

Weight (kg)  Climb  Grapple  Jump  Tumble
under 20     +2     -3       +2    +2
 20–29       +2     -2       +2    +2
 30–49       +1     -1       +1    +1
 50–80       0      0        0     0
 81–120      -1     +1       -1    0
121–200      -2     +3       -3    -2
over 200     -4     +5       -5    -4





TSr Detailed rules
TSr Statistics
TSr Combat
TSr Levels
TSg Character classes
TSg Character skills
TSg Special abilities
TSg Telepathy




TSr Detailed rulesTSr CharactersTSg CreaturesTSg Game items and technologyTSr Tekeonian lawTSr Nitpicking



| Tekeonia System |
| TS Information | TS Rules and Gameplay | TS Art | TS Game |


Username (or number or email):

Password:

2005-10-28 [Duredhel]: So... what would be the incentive of choosing a non-telepathic character over a telepathic one in non-telepaths have a snowball's chance in hell of resisting telepathy?

2005-10-28 [Veltzeh]: Eh... their negative stat in it resists it, you know, they're so dumb about it that it doesn't affect them. >_> I meant to design it that way at least. Still, telepaths do have a bit more power over normals unless the normal has some telepathy-cancelling equipment... Bleh, I'm open to suggestions! XD

2005-10-28 [Duredhel]: Hahaha ^^ well you could use different stats to resist different telepathic abilities, (I'm actually going to do that with magic in RoL, it will no longer be Mag vs Mag) for example, if you want to use a telepathic skill to try to choke your enemy, it makes sense that your enemy's defense plays a role, whereas if you want to mind control him, his intelligence, and if you just want to give him a telepathic shock, his Sen, Hence, you would have to choose what skills to use against what enemies, a telepath will probably have high sen but sacrifice some Def to get it, so choking him will be more effective than a telepathich shock, whereas it is the other way around with a normal person.

2005-10-28 [Duredhel]: It seems you've got a great favoritism for telepaths, but still you've got to balance it out, give the normal ones some edges (being dumb is not an edge >_>) so someone actually picks them.

2005-10-28 [Veltzeh]: Yeah of course, I like telepaths XD It's hard to not be favoritist in this, but I think I've tried... I mean, in my mind it does currently work :P And yeah, different stats will play a role here. Usually though there is the telepathic part that's affected so they need to usually partly resist with telepathic (in)ability... One of the catches is that the inability to understand telepathy is normally stronger than the ability to understand and use it. Telepaths who don't train to become a telepathic class would actually be the worst off here...

2005-10-28 [Duredhel]: Yeah but keep in mind that characters won't actually have to train, they just say, oh, I'll be this class! and voila. You have to keep in mind everything is a tradeoff, forgive me if I turn to Lemire again, a necromancer, for example, you've seen how powerful they're spells can be first hand. But go check their stat advancement or their skills, they don't have a single attack skill, and all of their stats go to friggin Mag, Car and Int, you can throw a rock at the guys and kill 'em if you're a fighter class. Yet they can turn a whole enemy army into rubble if they have the MP for it.

2005-10-28 [Veltzeh]: Yes, that's how thought it would be... normals can get equipment to cancel telepathy and they naturally don't understand it and so on, but a telepath can get through and can learn to disable the devices and so on. Or am I missing something? >_>

2005-10-28 [Duredhel]: Uhm... still think Telepaths might have too much of an advantage. You could fix it with the classes though, give the telepaths very low variety of skills outside telepathy, as if they had been forced to focused so much on telepathy they couldn't really learn anything else.

2005-10-28 [Veltzeh]: Yeah, I could do that I suppose.

2005-10-28 [Duredhel]: Hahaha, I know how you feel, Lynxes are my favourite RoL race and you can tell I gave them and the Lynx inclined classes (Shaman, Witch Doctor and Stalker) some preferences, but still, most people don't choose them cuz they're too much a tradeoff (people don't like to put off learning real magic in order to learn glyphs)

2005-10-28 [Veltzeh]: Indeed. I have the problem that I find humans damn boring so I tend to make them the worst things around to have XD

2005-10-28 [Duredhel]: Well humans would really have a lot of advantages, for one, humans are always very versatile, that is something that is generally agreed on in RPGs, they might not have many special qualities, but they're jacks of all trades. On second telepathic races probably don't have much use physical strength, since they would relyon telepathy, a human without telepathy will probably be several times stronger than they are, they would probably also have better verbal skills, since they can't transmit their thoughts directly, I bet you can think of tons of other advantages. Think that without telepathy, telekinesis or other special skills have had to figure out how to survive, and they probably

2005-10-28 [Duredhel]: developes some interesting traits that way. Finally, don't underestimate humans, that is the problem of so many fantasy and sci-fi settings. Think that even in the real world, a trained martial artist's kick has a power greater than a car crashing into you at 80 mph, and a well lined up punch can break through a brick wall, and that's all real stuff. An olympic sprinter can run at amazing speeds, and incan chasquis were known to run up to 12 hours at full speed without stopping for breath once.

2005-10-28 [Veltzeh]: Yes yes... but the other species aren't crap in that sense either :P Actually here humans do have ATK or STR as a species bonus, but this time humans aren't the most versatile ones in all areas. They're all rather versatile in their own ways, but I can't help thinking that humans are just boring. XD It's just that to me it looks like humans have somehow been made the best things since the creation of the game and that kinda ticks me off. >_>

2005-10-28 [Duredhel]: hahaha the creation of which game?

2005-10-28 [Veltzeh]: Any game! :P

2005-10-28 [Duredhel]: hahaha XD humans are usually the exact opposite. For god's sake they're the cannon fodder for everything.

2005-10-28 [Veltzeh]: yeah, but they tend to give them so much potential if someone bothers to develop them X)

2005-10-28 [Duredhel]: well... so do all races, I've seem some insanely powerful goblins with character levels (uhm.. In D&D monsters can sometimes take character classes)

2005-10-28 [Veltzeh]: Lol... well, maybe we'll just admit that they're all the same, but humans are still boring XD

Show these comments on your site

Elftown - Wiki, forums, community and friendship.