Thursday, June 12, 2014

J-Com: Stats and Basics

J-Com: Stats 

Strength: 10
Dexterity: 10
Intelligence10
Stamina10
Will10


Time Unit: Equal to total Attributes (Starting = 62)
Energy: Equal to Stamina + Will
Health: Base + Stamina + Will/2
Accuracy: Base + (Dexterity+Intelligence)/2
Weight Carried: Strength x 5
Throwing: Base + Strength for range, Base + Dexterity for Accuracy
Throwing Accuracy:  Base + Dexterity for Accuracy
Medicine: Base + Intelligence
Mechanics: Base + Intelligence
Willpower: Base + Will + Stamina/2
Speed: spaces traveled per TSU x dexterity divided by 10, rounding down
Reflex: Base + Dexterity
Psi Attack: Base + Will + Intelligence
Psi Defense: Base + Will + Intelligence


Ranks
Recruit
Private
Corporal
Sergeant
Lieutenant (E-5)
Captain (E-6)
Major (E-7)
Colonel (E-8)

Kills
5
10
20
30
40
50
75
100







Starting Stats and TSU's
10 in everything, with an additional 12 stat points to spend across all stats. Every bonus in rank gives 2 more stats to spend, and 1 more bonus to will power. Time units, consequently, based on the total number of states (with a starting of 62, and an ending of), will increase accordingly. Stats also increase by for every set of kills; starting with 5, 10, 20, 30, 40, 50, 75, 100.




Time Unit: Equal to total Attributes (Starting = 62)
Time units are increased by stats, ranks, and kill amounts.

Energy: 
Energy is equal to Will x 2, Stamina x 1.5, and every other attribute (Strength, Dexterity, and will). This is intended to give a starting energy slightly higher than TSU's. You can only perform so many actions equal to your energy; So for instance if you choose to have 10 pounds overweight, which subtracts 10 of your energy at starting character, then you essentially lose 10 TSU's for that turn. Since energy scales with attributes on par to TSU's, unless you go significantly over weight, you shouldn't experience many issues related to energy.

Health: Base + Stamina + Will/2

Accuracy: Base + (Dexterity+Intelligence)/2
Base accuracy is 23.33%, with starting Dexterity and Intelligence bumping this up to 33.33%. With 20 in both stats, the highest natural accuracy can go is approximately 43%. Base Ranks will provide an additional 1%, increasing accuracy in maximum up to 50%. Different weapons or items will provide more accuracy, increasing it beyond this base level.

Weight Carried: Strength x 5
Fairly straight forward, strength is equal to strength x 5; thus, a starting strength of 10 is equal to being able to carry 50 pounds without penalty. For every pound over your maximum weight, you subtract 1 from your energy. Since all the equipment you can carry is essentially equivalent to your strength, it can be considered relatively important; it also determines how well you can handle recoil, based on the recoil of your weapon.

Throwing: Base + Strength for range, Base + Dexterity for Accuracy
Base range is 10, adding strength x 1.5 for range, rounding down

Throwing Accuracy:  Base + Dexterity for Accuracy
Base accuracy is 23%, adding dexterity flat out

Medicine: Base + Intelligence
Base is 10, adding intelligence
giving a starting of 20

Base is increased every 5 successful medical maneuvers,

Mechanics: Base + Intelligence
Base is 15, adding intelligence, giving a starting of 25

Willpower: Base + Will + Stamina/2
Base is 10, plus will + Stamina/2, giving a starting of 25.

Speed: spaces traveled per TSU x dexterity divided by 10, rounding down

Reflex: Base + Dexterity
Base is equal to your TSU's divided by 2, rounding down, + Dexterity

Psi Attack: Base + Will + Intelligence
10, if you are psionic

Psi Defense: Base + Will + Intelligence
10, if you are psionic

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