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Basic explanation of stuff.

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Edited 1570473295
I.Q.:(*10)  Is your Intelligence Quotient straight forward. As well as your mental facilities and bonus to perception.  M.E.:   Mental Endurance Is your resistance against mental manipulation, Insanity, and psionics, basically your mental stability. M.A.: Mental Affinity. basically your ability to relate with others earn thier trust intimidate them etc. Also directly related to your ability to con someone or such. Selling Ice makers to polar bears etc.. P.S.: Physical Strength, Your pure raw strength (Max Press, and Carry). Also related to your Brute force damage (punch damage whether its s.d.c. or mdc. (on that note in m.d.c. combat its purely related to the superhuman/enhanced tables not your s.d.c. damage bonus ((for example a normal human  strength of 30/+15 to damage.)) so a punch 1d4+15 sdc versus  1 mdc or 100 sdc at best could do on a critical ((Assuming it could damage it at all)) would be at max 38 points  barely a scratch at all. Now a superhuman 30 would do 1md on a punch and 1d6md on a power punch (not 1md plus 15 damage or power punch of 1d6+15). then supernatural of 30 is 3d6md on a punch and 6d6 on a power punch (not 3d6+15md or 6d6+15).  As for weapons sdc strength doesn't apply to a mega damage knife (in this case lets use a vibro knife 1d6 md.) for normal human strength thats just 1d6 from the vibro knife and 2d6md on a power stab. For superhuman 1d6+1 on a stab and 3d6 on a power stab (1d6 power punch and 2d6 for the knife ((doubled from the force of the attack)).  As for Supernatural p.s. 4d6 on a stab and 8d6 on a power stab. (that being said the 8d6 could break the knife.) P.P.: Physical Prowess basically your co-ordination. Your bonus to strike, parry and dodge. (this is kinda your natural talent for things such as combat and use of melee weapons.) P.E.: Physical Endurance. Its the basis of your physical essence base for your Hit Points, Chi etc it also represents your resistance to stuff like magical effects and resistance to poisons and drugs, and physical pain.  P.B.: Physical Beauty. (Your  pure physical attractiveness as well as charm.)  Spd.: Speed your natural running speed. (At. Low levels there's no real thing of note but when your natural running speed ((for mdc games that is.)) gets you past 100mph (a  +1d4md)(when running at someone and punching them though if your a sdc person with out aurmor is likely to break their hand doing so.) plus 1d4md per 25 mph after 100mph.
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Fly:if  you have a flight ability whether winged super powered magical or psionic.sometimes its based  on a speed style stat. complete with damage for over 100mph damage and such. Hit Points: Basically the when it starts hurting or when specific things that attack this. Usually in mdc comnbat it is added with your mdc to become your total mdc. S/M.D.C.:S.D.C. is structural Damage Capacity. That's the same as you and I the explanation of the difference between it and M.D.C. is simple the scenario of a kid with a rubber ball and normal strength throwing it a you and a tank. evenif it does 1d4 sdc damage. he throws it at un-aurmored you does a 1d4 (4 sdc points max) hurts you but he can throw the ball at the tank all day with no result other then the guy in the tank going what the hell is this kid doing.?. P.P.E: Potential Psychic Energy. Basically a essential energy(like chi) that every living thing has. It is a energy that can be attuned to the environmental natural energy to manipulate it to perform magical feats. I.e. do magic. some beings tend to burn it up developing fully formed psionic abilities. thus the potential part of the energy. I.S.P.:Inner  Strength Points. Basically the developed energy used to power your psychic abilities. I.E. Psi sword takes 30 to activate and use. Your P.P.E. is also burnt up to build this pool of points. Chi.: (or Ki) The other part of your essential energy similar to your I.S.P. and P.P.E. but more connected to your essence health (whether positive or negative.). Usually with out any chi you cant heal. Extra:Stuff  like bio-e (bio energy the natural energy that is a point value for development of mutational changes.). Init: Initiative basically the first one to react to something melee. And do something first. Attacks.: The amount of complex actions in a melee (a 15 second period of time.). For example character 1 has 5 attacks in a melee and has the initiative (i.e. goes first) on his first actoin draws a gun flicking off the safety getting ready to shoot someone and getting into cover. his opponent maybe doing the same while moving for cover. each of their first actions of said melee. The first guy takes aim and shoots (first on init) the second guy hopes he misses or that the cover he's in behind makes it hard to shoot. Or perhaps dodges completely behind cover (using an attack to do so.). Strike:the  basic hand to hand strike i.e. i punch a guy 1d20+strike bonus. (whether from/and or plus hand to hand bonus and p.p.) W.P. strike melee: Weapon proficiency bonus's (plus your p.p. bonus if any.). Note in a few special circumstances you'll get to add hand to hand bonus's , like weapon kata's or certain super powers and such. Ranged W.P. Strike: Is usually only by the w.p. bonus.  (say w.p. energy pistol at 1st +3 aimed, +1 burst.) as its purely a modern weapons bonus (most natural energy blasts or such go off ancient melee stuff if you have targeting and such. (in those cases it'd be the specific powers bunus plus the targeting w.p. if you have it and w.p.. A cyborg would go by w.p. and targeting systems.if any.)  Parry:this  is your basic hand to hand parry, from skills, h toh. (Hand to hand) training and P.P. Bonus's if any.  W.P. Parry: This is with your W.P. bonus's and P.P. bonus if any. With the exception of shields most weapons take serious training to parry a incoming attack and most don't have the surface area of your arm. (but do have better reach. thus one of the tactic's is to strike instead of parry some one trying to punch you, with your sword ((both use thier attack to roll a strike better roll wins. As a g.m. i usually only allow this as a tactic for skilled combatants. )). As with everything is the spirit of the game. If it makes sense then i'm fine with it.  Dodge: The act of physically moving your whole body out of the way or into cover and avoiding a attack (and using an attack to do so.). If successful no damage. (if there's a blast radius weapon like a grenade, you might still take area effect damage usually half damage with a successful dodge. though if your moving very quickly or have a great strength (or are very lucky or a juicer) you might be able to get  out of the blast radius completely. In the case of lucky you beat the strike roll by 6-10 ppt's with your dodge. Multi Dodge: This is a very skilled dodge (reserved for trained martial artists and such.) if successful you roll 1 dodge, to dodge all attacks that  combat round at you (i.e. everyone that melee beats your initiative. and you roll a multi dodge for the first opponent and it counts for all those opponents that round. (I.e. the main player (who has multi dodge) and 5 opponents they all win initiative and attack him (in order of initiatives ((say punch's in this case)) he calls a multi dodge (or leap or flip (both of these move you a body length out of  htoh ((more if you have some extra bonus's to it or high strength.)), or circular parry work this way to.) and rolls then each opponent must roll better then his rolled multi-dodge to harm him. Note it does count as 1 attack but can be effective to deal with multiple opponents. (instead of spending an attack to dodge each attack. (though many players and opponents have a auto-parry.) Auto Dodge: this is a quick reflexive move just, moving enough to have and attack miss. (like turning your body just enough for a punch to miss or moving your head enough for a punch to miss.) (it doesnt take an action to just move enough.). though since its a quick reflexive motion it doesn't nearly enjoy the same level of bonus's as the usual dodge. It only enjoys specific auto-dodge bonus's and possible Physical  Prowess bonus's. That means no bonus from athletics or boxing or such.  Dodge Fly: it Varies with bonus's from things but is usually a full action dodge (keep in mind you can still auto-dodge in air.).  Roll: Roll with punch, fall or impact. This is a skill in reducing or minimising an impact that could do grievous bodily harm (halving the camage of said punch, fall, explosion, impact, etc. Usually its by training and does not include your P.P. bonus (if you have 1) Pull: This is a attempt top control/inflict mininum damage possibly in a attempt to knock out or subdue and opponent.  Disarm:The  attempt to remove a weapon from your opponents grasp disarming them while keeping your own weapon. Entangle: Grappling with an opponent so that they are in a compromised and unable to auto-dodge or dodge your attacks (they may still attempt to parry assuming they have a free hand.). Similar to disarming but instead of removing the opponent's weapon but keeping it tied up so it cant be used in any effect in the fight but can be combined with strength and or disarm rolls to make said weapon useful for the entangler. Extra:
Save versus: Horror Factor: Magic: Psi: Insanity: Possession: Disease: Electrocution: Drugs: Poison Lethal: Poison Nonleathal: Pain: Stun: Coma: Soul drinking: Social skills Trust/intimidate: Charm/Impress: LifePath: Family Ranking: Parents: Family Status: Childhood Environment: Sibling/s: (sex, /Older/younger/twin, How they feel about you/cause etc.) Age: Year 1: Year 2: Year 3: Year 4: Year 5: Year 6: Year 7: Year 8: Year 9: Year 10:
I will explain the rest of this later but for now i will explain the basics of making a character.  I will use screen shots to illustrate a lot of it and there will be viable character sheet/s to look at to get a grasp on the builds the first will be a standard Human special forces. There will be another folder for this on the campaign forum.
I.Q.: M.E.: M.A.: P.S.: P.P.: P.E.: P.B.: Spd.: Fly: Hit Points: S/M.D.C.: P.P.E: I.S.P.: Chi.: Extra: Init: Attacks.: Strike: Parry: Dodge: Dodge Fly: Roll: Pull: Disarm: Extra: Save versus: Horror Factor: Magic: Psi: Insanity: Possession: Disease: Electrocution: Drugs: Poison Lethal: Poison Nonleathal: Pain: Stun: Coma: Soul drinking: Social skills Trust/intimidate: Charm/Impress: