II – THE CHARACTER SHEET
From SSDC, Inc.
(BLM = Battlelords Main Book)
VITAL STATISTICS (VS): (P.72-75 BLM)
Generating Vital Statistics:
See P. 71 of the Battlelords main rule book for methods of generating statistics
Vital Statistics Check: when asked to make a VS check, you must roll equal to, or under your VS (plus or minus modifiers)
Strength –
The measure of a characters physical power, including how much the PC can Military Press, Dead Lift and Squat. Also represents Max Encumbrance, Hand to Hand/Melee Damage Bonus and bonus for Strength-based Skill checks.
Manual Dexterity –
The measure of PC’s Hand-Eye Coordination. Also determines Ranged Combat Bonus and bonus for Manual Dexterity-based skills checks.
I.Q. – Intelligence Quotient.
The measure of reason, learning and artistic ability, as well as the ability to comprehend other languages. High IQ is vital to ALL matrix-users as it helps determine your starting Power Points. In addition, it is important for determining how many Occupational Skills a PC can learn and also determines the bonus for IQ-based skill checks.
Agility –
The measure of a PCs reflexes, quickness and balance - primarily used to determine initiative as well as the attack bonus for Hand to Hand/Melee combats. Also determines the bonus for Agility-based skill checks, and the Defensive Modifier that is added to an opponents total attack number used to hit a PC.
Constitution –
The measure of a PCs physical fitness, health, and bodily resistance to disease, drug, and infection. Determines bonus Body Points, System Shock (ability to remain conscious after a critical wound), Resurrection Percentage (chance of being revived from death), Death’s Door (point of damage at which the body dies) and physical SMR Bonus (SMRs are explained later).
Aggression –
The measure of the tendency of a PC to react violently under provocation. Establishes the possibility for a PC to go Berserk or even Suicidally Berserk. In either event, the PC doubles their number of Hand to Hand or Melee attacks per round and gains a bonus to damage (+3 for Berserk, +5 for Suicidal). Note that too low of an Aggression means a PC has a chance to panic under stress and run (like a scared little kitty kat!).
Intuition –
The ability to sense danger and discern the truth behind important clues. Also determines a PC’s mental fortitude (aka resistance to mental attacks).
Charisma -
The measure of a PC’s physical attractiveness, charm, sense of humor and ability to play well with others. Helpful in bargaining and persuasion as well as in determining the loyalty of hires NPC’s (Non-Player Characters). Note: All races have a +10 Reaction Modifier when dealing with their own race.
SECONDARY STATISTICS (SS): (P.75-76 BLM)
Secondary Statistics Check: when asked to make a SS check you must roll percentage die (d10) equal to, or below your SS, plus or minus modifiers
Terrestrial Knowledge –
The measure of the PC’s likelihood to carry varying knowledge of a given aspect of the Universe/Galaxy at large.
Generation of Statistic: Roll 2d10 divide result by three, round up to next whole digit, and apply modifiers (+25% Bonus while operating in their own quadrant, +50% if in their home system, modifiers do not stack)
Military Leadership –
The measure of the PC’s ability to lead troops as well as remain calm under fire and keep those around them from panicking.
Generation of Statistic: IQ + Aggression + Intuition, divide by four, round up, and add Modifiers.
Persuasion –
The measure of the PC’s ability to influence the thinking of others.
Generation of Statistic: IQ + Charisma, divide by three, round up, and add modifiers.
Bargaining –
The measure of the PC’s ability to haggle with merchants/NPC and get the better end of a deal.
Stat Generation: Persuasion minus15 then add any modifiers.
CHARACTERISTICS: (P.77-78 BLM)
Height and weight are obvious.
Vision, Hearing, and Smell modifiers are added/subtracted from Mental Bonus and Intuition, and are the base chance the BM uses to make determinations on difficulty.
Size Class - rough qualifier of the physical size of a character.
Body Points - Total damage a given character’s physical form can withstand before passing into unconsciousness. Typically, death occurs at -10 BP.
Movement - <sprint>/<walk>/<travel>. The first number equals the sprinting distance of a character in meters/second. The second number is the distance a PC can walk in KM/Hour. The third number is the distance a PC can travel in one day, also in Kilometers.
Number of Attacks - The number of times a character can attack during Hand-to-Hand or Melee combat types.
Damage per Attack - Damage applied to each Hand–to-Hand or Melee attack, Strength bonus adds or subtracts to this.
