II – THE CHARACTER SHEET

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(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.

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