Post by Herc on Sept 23, 2016 10:28:04 GMT -5
I.Q. (Intelligence Quotient): This indicates the character's intelligence. The exact I.Q. is equal to the I.Q. attribute multiplied times ten. Characters with an I.Q. of 1-6 are, um, morons and should be played like the classic dumb lug. However, having a low I.Q. does not make the character a complete idiot. An I.Q. of 7-9 is slightly below average, but far from an imbecile. An I.Q. of 10-13 is average, 14-16 above average. An I.Q. of 17 or better is exceptional, the higher the number the more brilliant the character. An I.Q. of 16 or higher receives a one-time bonus to all Skill Percentages, including OCC Skills, OCC Related Skills, and even Secondary Skills.
M.E. (Mental Endurance): This measures the amount of mental and emotional stress the character can withstand. M.E. 16 or better provides a bonus to Save vs Psionic Attacks and Insanity.
M.A. (Mental Affinity): This represents the character's likeability, personal charm, and charisma. Natural leaders, with an M.A. of 16 or higher, have a bonus to invoke trust or intimidation in others. A person with a high M.A. may appear trustworthy to some, but intimidating to others. This may depend on the character himself or the circumstances of the situation. This explains how your friendly neighborhood ice cream man and some knife-wielding thug might both have the same M.A., but use it differently.
P.S. (Physical Strength): This is the raw physical power of the character. Any character with a P.S. of 16 or better receives a bonus to damage an opponent in Hand to Hand combat. This bonus is applied to Punch and Kick attacks, as well as handheld weapons such as a club, knife, or sword. It does not apply to the bow and arrow or guns.
Superhuman Men at Arms who have undergone some type of augmentation, like Full Conversion Cyborgs and Headhunters (bionics), Crazies (brain implants), Juicers (chemical augmentation), and Light Power Armor, all possess a level of strength that transcends even exceptional human P.S.; see the Augmented Strength listing. NOTE: Giant robots, robot vehicles, heavy power armor (Glitter Boy, Ulti-Max, and SAMAS), Skelebots and other robots (no human inside) use the Robot Strength listing. Supernatural Strength applies to Dragons and all Demons, Gods, Demigods, Godlings, and other Supernatural Beings. Supernatural P.S. may also apply to select OCCs and RCCs. If a character, monster, or villain has any type of enhanced strength, it will be noted in the stats.
P.P. (Physical Prowess): This shows the degree of dexterity and agility of the character. A P.P. of 16 of higher is rewarded with bonuses to strike, parry, and dodge.
P.E. (Physical Endurance): This demonstrates the character's stamina and durability. The amount of physical punishment and resistance to fatigue, disease, and poison (and magic too) are determined by P.E. Characters with a P.E. of 16 or higher receive a bonus to Save vs Coma/Death, Disease, Poisons/Toxins, and Magic. But not Demonic Curses or Possession, they are different and separate.
P.B. (Physical Beauty): This is an indication of the physical attractiveness of the character. A P.B. of 16 or better is rewarded with a bonus to charm or impress.
Spd (Speed): This is how fast the character can run. The character's Speed x20 is the number of yards or meters he can run in one minute. Speed x5 is the number of yards/meters covered in a melee round (15 seconds). Dividing the distance covered in a melee round by the character's number of attacks indicates how far he can move on each attack.
NOTE: ISP (Inner Strength Points for Psionic Powers) and PPE (Potential Psychic Energy for Magic) are important aspects of the character, but they are not Attributes per se, and are covered elsewhere.
M.E. (Mental Endurance): This measures the amount of mental and emotional stress the character can withstand. M.E. 16 or better provides a bonus to Save vs Psionic Attacks and Insanity.
M.A. (Mental Affinity): This represents the character's likeability, personal charm, and charisma. Natural leaders, with an M.A. of 16 or higher, have a bonus to invoke trust or intimidation in others. A person with a high M.A. may appear trustworthy to some, but intimidating to others. This may depend on the character himself or the circumstances of the situation. This explains how your friendly neighborhood ice cream man and some knife-wielding thug might both have the same M.A., but use it differently.
P.S. (Physical Strength): This is the raw physical power of the character. Any character with a P.S. of 16 or better receives a bonus to damage an opponent in Hand to Hand combat. This bonus is applied to Punch and Kick attacks, as well as handheld weapons such as a club, knife, or sword. It does not apply to the bow and arrow or guns.
Superhuman Men at Arms who have undergone some type of augmentation, like Full Conversion Cyborgs and Headhunters (bionics), Crazies (brain implants), Juicers (chemical augmentation), and Light Power Armor, all possess a level of strength that transcends even exceptional human P.S.; see the Augmented Strength listing. NOTE: Giant robots, robot vehicles, heavy power armor (Glitter Boy, Ulti-Max, and SAMAS), Skelebots and other robots (no human inside) use the Robot Strength listing. Supernatural Strength applies to Dragons and all Demons, Gods, Demigods, Godlings, and other Supernatural Beings. Supernatural P.S. may also apply to select OCCs and RCCs. If a character, monster, or villain has any type of enhanced strength, it will be noted in the stats.
P.P. (Physical Prowess): This shows the degree of dexterity and agility of the character. A P.P. of 16 of higher is rewarded with bonuses to strike, parry, and dodge.
P.E. (Physical Endurance): This demonstrates the character's stamina and durability. The amount of physical punishment and resistance to fatigue, disease, and poison (and magic too) are determined by P.E. Characters with a P.E. of 16 or higher receive a bonus to Save vs Coma/Death, Disease, Poisons/Toxins, and Magic. But not Demonic Curses or Possession, they are different and separate.
P.B. (Physical Beauty): This is an indication of the physical attractiveness of the character. A P.B. of 16 or better is rewarded with a bonus to charm or impress.
Spd (Speed): This is how fast the character can run. The character's Speed x20 is the number of yards or meters he can run in one minute. Speed x5 is the number of yards/meters covered in a melee round (15 seconds). Dividing the distance covered in a melee round by the character's number of attacks indicates how far he can move on each attack.
NOTE: ISP (Inner Strength Points for Psionic Powers) and PPE (Potential Psychic Energy for Magic) are important aspects of the character, but they are not Attributes per se, and are covered elsewhere.