CHARACTERISTICS

In addition to reflecting the strengths and weaknesses of a character's physical and psychical being, Characteristics are also the basis of this game's system. Nearly all actions, etc. are checked against them. If any of the Characteristics drop below 0, the character dies.

Additional characteristics

Additional characteristics are determined based on the actual Characteristics. They always change when the Characteristic used to detemine them changes.

Value descriptions

VALUE DESCRIPTIONS
VALUE LABEL CHARACTERISTIC
< 1 Challenged Performing tasks involving this Characteristic are difficult. This value is found in very young and very old individuals, or those weakened by a disease etc.
1-4 Common Normal individuals are likely to have many Characteristics at this value. It’s enough to perform most usual and not too difficult tasks.
5-8 Experienced You are experienced in everyday tasks involving this Characteristic. Most normal adults have some Characteristics in this range. You are considered a professional.
9-12 Heroic You clearly exceed normal individuals. You are considered elite when performing tasks involving this Characteristic.
13-16 Incredible You are among the very best individuals alive when performing tasks involving this Characteristic. You have an ability to do nearly impossible things.
17-20 Legendary At this is a level you are one of the best individuals ever when performing tasks involving this Characteristic. You are able to perform unbelievable, even seemingly impossible feats.
> 20 Miraculous You have crossed the point to where you can perform tasks involving this Characteristic better than thought possible in the real world.


Using the Characteristics

Whether the character succeeds in an action he is attempting is determined by a SUCCESS CHECK. Most of the checks are based on Characteristics, but they may be modified by Special Skills and other circumstances.

Success Check procedure

All checks use the same formula: Take the CHARACTERISTIC relevant to the attempted action, add to it the SPECIAL SKILL relevant to the attempted action, and add a die roll (usually D20) to create a ATTEMPT VALUE (AV). Compare the resulting AV to a DIFFICULTY VALUE (DV). If your AV equals or exceeds the DV, you succeed.

SUCCESS CHECK PROCEDURE
Your AV (CHARACTERISTIC + SKILL + a DIE ROLL)
Vs
the DV (DIFFICULTY VALUE)

Difficulty value

Opposed Success Check: When attempting a task against another character, such as attacking someone, the DIFFICULTY VALUE is determined by the CHARACTERISTIC + SKILL of the character opposing you + a DIE ROLL.

OPPOSED SUCCESS CHECK
Your AV (CHARACTERISTIC + SKILL + a DIE ROLL)
Vs
the DV (CHARACTERISTIC + SKILL + a DIE ROLL)

Unopposed Success Check: When attempting a task involving non-living objects or an ability, the DIFFICULTY VALUE is chosen by the GM, based on how tough he thinks the task is. These DVs are determined by using the GENERAL DIFFICULTY VALUE TABLE.

UNOPPOSED SUCCESS CHECK
Your AV (CHARACTERISTIC + SKILL + a DIE ROLL)
Vs
the DV (determined from table)

GENERAL DIFFICULTY VALUE TABLE
ACTION DIFFICULTY DV
Challenged 10
Common 14
Experienced 18
Heroic 22
Incredible 26
Legendary 30
Miraculous 34

Outcome of an attempt

When doing a SUCCESS CHECK you can tell how well you succeeded or how badly you failed when looking at how much higher or lower your AV is when compared to the DV. Naturally, the further above zero this amount is, the better the outcome of the success, and the further below zero, the worse the outcome of failure. The chart below gives some guidelines:

OUTCOME OF AN ATTEMPT
AV minus DV = OUTCOME:
-10 and lower

Total failure. Not even the tiniest part of the action was successful. Something went crucially wrong.

-5

Bitter failure. May cause hindrance of inconvenience.

-3

Evident failure. No important success can be detected.
-1

Slight failure, but not nothing crucial.

0 (equal) Normal success. Nothing outstanding, but enough to succeed.
1 Slightly better success than expected. But some flaws might be evident.
3 Good success. No important flaws can be detected.
5 Excellent success. May give unexpected benefits.

10 and higher

Sheer perfection. Not even the smallest flaw is present. Other benefits are sure to come along.

Which Characteristic to use

The following is given as guidelines, but the GM has the final word when deciding which Characteristic and skill is relevant to the attempted action.

CHARACTERISTICS USED IN ACTIONS
CHARACTERISTIC: ACTION INVOLVING:
Strength Physical power, muscle mass
Constitution Endurance, withstanding pain and disease, etc.
Agility Gross physical movement and abilities, reaction, acrobatics
Dexterity Hand-eye coordination, performing manual tasks, operating, constructing
Intelligence Problem solving, memory
Charisma Interaction with others, willpower, persuasion, leadership, bluff
Speed Races of running, swimming, climbing
Size Comparing sizes, size-based modifiers
Aim Hitting something
Vision Detecting and identifying sights
Hearing Detecting and identifying sounds
Scent Detecting and identifying smells

Average values in checks

When a need to check on the basis of two or more Characteristics, just take the average of their values, and use it where you would usually use a Characteristic in a check.

Critical success and failure

On a D20, If a player rolls 20 he has succeeded critically. The player can roll another D20 and add the result to the first roll. If a player rolls 1 he has failed critically. The player must roll another D20 and subtract the result from his first roll.


Example common checks

EXAMPLE COMMON CHECKS
ACTION: YOUR CHARACTERISTIC: OPPOSING CHARACTERISTIC: ACTION DESCRIPTION:
Bluff CHA INT Can a character successfully lie, pretend ignorance, forgetfulness, or whatever. The player is encouraged to come up with how his character is trying to bluff.
Chase     See Combat and Movement for detailed information.
Construct DEX DV Can a character construct something. Large constructions can be split into a number of smaller parts with each one requiring a check. Modifiers are assigned based on difficulty, available materials, etc.
Disease CON Disease value Will a character be infected with the disease. If he or she is, the disease's effect is applied (see World - Disease). A critical success rewards the character with immunity to the specific disease.
Estimate INT DV How well a character estimates distances, numbers, quantities etc. are estimated. The GM should secretly perform the check and provide information depending on what was the outcome. Critical success yields exactly accurate information and the character knows this.
Fall     See Movement
Flee     See Combat and Movement for detailed information.
Hide INT DV or VIS or HEA or SCE Can a character hide himself or an object from another. A check against DV is needed. Remember the AV used for hiding something. It is used when someone searches for the hidden object or character. See the Search check for info on how to search for hidden objects and characters. Modifiers are assigned based on lighting, surroundings and other conditions.
Jump, Horizontal     See Movement
Jump, Vertical     See Movement
Listen HEA DV or AGL Can a character hear certain sounds when actively trying to. The GM can assign modifiers depending on obstacles,ambient noise, how noisy the listener is, etc.
Persuasion CHA CHA Can a character persuade another one to reveal information, perform a task, etc. The GM decides how many times and how often this check can be made between the same characters.
Poison CON Poison value Can he character resists the effects of the poison. If he or she can't, the poison's effect is applied (see World - Poison). A critical success rewards the character with immunity to the specific poison.
Reaction AGL DV Can a character react fast enough when something happens.
Search VIS or HEA or SCE DV or the AV used when hiding something Can a character find an object or a hiding character (see Hide check). Unhidden objects etc. can be found without a check when searching for a period of time depending on the GM. When an object or a character is hidden a check is made. The GM assigns modifiers depending on surroundings, lighting, how well the object is hidden, and possibly other conditions.
Sneak AGL HEA Can a characters sneak past other characters.