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RPG Laboratory

Character Stats

There are three main stats, described below; each stat has three ‘aspects’ that further define them, also described below. The stats are assigned either a +1, 0, or –1. Then an aspect from each group is further adjusted by giving it an additional +1; you can give another aspect in that group a further boost can reduce the either or both of the other two aspects in the group. Therefore, aspects will have a normal range of –2 to +4, with 0 being the average.

Physical: This measures your athletic and martial ability.
Strength (STR): Your physical power, lifting ability, and damage.
Agility (AGL): Your reflexes, balance, and Coordination.
Resilience (RES): Your toughness, stamina, and constitution.

Mental: This measures your mental capacity and overall intellect.
Logic (LOG): Your power of reasoning, and deduction.
Intuition (INT): Your lateral thinking abilities, and inductive reasoning.
Wisdom (WIS): Your practical knowledge, and common sense.

Spiritual: This measures your mystical abilities, and you awareness of the supernatural.
Willpower (WIL): Your discipline, and force of will.
Awareness (AWR): Your perception to changes in your environment, both physical and spiritual.
Charisma (CHR): Your animal magnetism, and influence over others.

Example: The three stats are chosen as follows: Physical +1, Mental -1, and Spiritual 0. Then Agility is given the plus one in Physical, Strength and Resilience are dropped by one and given to Agility as well.
Intuition is given the plus in Mental, and Wisdom is dropped to give to Intuition.
Awareness is given the plus, and Willpower is dropped to give to Charisma.
So the stats are as follows:

Physical: +1
Strength: 0
Agility: +4
Resilience: 0

Mental: -1
Logic: -1
Intuition: +1
Wisdom: -2

Spiritual: 0
Willpower: -1
Awareness: +1
Charisma: +1

Now you have the good basics for a thief, very agile, cunning, and alert with bad willpower (greedy) and no common sense.

Extra Characteristics (Figured)

Hit Points (HP): This is how much damage you can take before you die. It is calculated by adding your Strength and Resilience, divide by two, then add eight: (STR+RES)/2+8.

Knockout (KO): This is how much damage your character can take at once before needing to check for consciousness. It is calculated by adding your Willpower and Resilience, divide by two, then add four: (WIL+RES)/2+4.

Endurance (END): This is how long your character can maintain rigorous activity before needing to rest. It is calculated by adding your twice Resilience to ten, then multiplying the sum by three: (2xRES+10)x3.

Body Defense (BD): This is your ‘natural armor’ versus non-lethal damage. It is equal to your Resilience plus three: (RES+3),
if it’s still a negative number than it’s 0. Any bonuses for size or Toughness are added.

Magic Defense (MD): This is your ‘natural shield’ versus mystical effects. It is equal to your Willpower plus one: (WIL+1); this is expressed as a number of die, like a skill roll.

Urrr, mathy

Don't get me wrong, there's nothing wrong with some arithmetic in a game, but it seems like it would be a pain calculating all this during CC, not to mention recalculating it whenever you advance your stats. Maybe simplifying the equations a bit would make the rules easier to understand, not to mention remember?

Make no mistake: I am not attacking your game. If these equations produce balanced, realistic results then I'm all for it. But if you think that it doesn't really add anything, then you should think about cutting through the tangle of math involved.