J-Com: Stats and Basics
J-Com: Stats
Strength: 10
Dexterity: 10
Intelligence: 10
Stamina: 10
Will: 10
Time Unit: Equal to total Attributes (Starting = 62)
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:
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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