1 - 3: Weakling! -2 attack and -2 to damage!
4 - 7: Poor: -1 attack and -1 to damage
8 - 11: Average: No modifiers
12 - 15: Good: +1 damage, +1 defense
16 - 17: Powerful: +1 attack, +2 damage, +1 defense
18 - 19: Superb: +2 attack, +3 damage, +1 defense
20 - 22: Superhuman: +3 attack, +4 damage, +1 defense
Violence Power attack & damage modifier is applied to damage with hand-to-hand weapons, unarmed attacks or thrown weapons.
Apply Violence Power attack modifier to checks made to crack open chests, doors, grates, and what have ye, and any other show of explosive force - to push a barrel, shove an enemy over a cliff, etc
Violence Power also effects sprint speed.
Powerlifters, good boxers, Pai Mei from Kill Bill and Conan (the Barbarian, not the O'Brien) have high Violence Power.
Because it isn't "Strength", only your capacity to inflict violence, femme fatale warrior-women or old kung-fu masters could have a much higher VP than muscle-men.
1 - 3: Oaf! -2 attack and -1 to damage! Critical fumbles on 1 OR 2! Roll extra for scars. Two-handed melee weapons only strike every other round.
4 - 7: Clumsy: -1 attack! Two-handed melee weapons only strike every other round.
8 - 11: Average. Two-handed melee weapons always strike last, retrieve and deploy special devices (IE, flasks of oil, potions, etc) every other round.
12 - 15: Good: +1 attack, +1 defense, fight with two weapons. Retrieve and deploy special devices at the end of the round.
16 - 17: Dexterous: +2 attack, +1 damage, +1 defense, fight with two weapons, no fumbles EVER. Retrieve and deploy special devices at the end of the round.
18 - 19: Superb: +2 attack, +1 damage, +2 defense, fight with two weapons, no fumbles EVER, critical hit on 19 OR 20. Retrieve and deploy special devices as normal actions
20 - 22: Superhuman: +3 attack, +1 damage, +3 defense, fight with two weapons. No fumbles EVER, critical hit on 19 OR 20. Retrieve and deploy special devices as normal actions.
Skill damage bonuses and attack bonuses are applied to all attacks.
Legolas, Darth Maul, and Doc Holliday have high Skill scores.
HP is equal to En.
Your En score is also the amount of rounds you can exert concentrated, intense physical effort (ie, struggle against multiple combatants, run at roughly 10-12/mph, shoulder a load that is too heavy for you, etc) before requiring a serious rest. Every round you continue thereafter requires a DC 10 En test, at -1 every subsequent round.
En also determines overland movement speed and encumbrance rules. See sections on movement and encumbrance, respectively.
Endurance runners, rescue climbers, and Marv from Sin City have high Endurance scores.
Magical Conductivity Modifiers
1 - 3: None whatsoever. May not use spells in any form. No witchsight. However, +5% resistance to a Battle of Wills from an enemy spell caster. May not be a Mage.
4 - 7: Very little. No witchsight. May not use spells in any form. May not be a Mage.
8 - 12: Average. No witchsight. May become a Mage. May not learn spells unless a Mage, but may cast spells from scrolls, books, magic items with embedded matrices, etc.
13 - 15: Good. Witchsight onto Second Plane. May become a Mage. If not a Mage, can learn up to 1 spell, and has 25% chance of knowing one spell already that does not count towards total (flip a coin - heads, the player may choose, tails select the spell randomly). May cast spells from items.
16 - 17: Superb. Witchsight onto Third Plane. If not a spellcaster, can learn up to 2 spells. 50% chance of already knowing one spell that does not count towards total, and 25% chance of knowing two (flip a coin for each - heads, the player may choose, tails select the spell randomly).
18 - 20: Overwhelming. Witchsight onto Fourth Plane, plus 1d3-1 more. If not a spellcaster, knows 2 random spells, and 1d2 more of the player’s choice.
(see later articles on Witch Sight, the Planes, and classes found here)
1 - 8: Below average. +1 Stealth
9 - 12: Average. No modifier.
13 - 18: Above average. -1 Stealth.
Power is the candle of the soul. Your POW score = your mana. Generally, low-level spells cost 1 POW, but you can alter your spells to increase both their efficacy and cost. The more POW you have, the more brightly you glow on the other planes. POW also increases your ability to resist enemy spells, possession by spirits, etc.
You'll notice alot of these give big bonuses; that's because I usually run games with only one or two players so they need a little more staying power
Although, I was thinkin' about skills, and stats, and what we use em for, and I made this alternate set of stats
that maybe we could use instead. in this setup, Fieldcraft and Thievery take the place of "Skill", initiative is a separate "skill" that you can train but mostly you just have to use your Fieldcraft and Thievery to surprise your enemies or avoid being surprised yourself. Your ranged attack is based on either Fieldcraft or Thievery - choose when you create the character.