Building Your Character
Building a char in the Tri-Stat System is a three step process: stats, attributes, and defects. Stats are your basic qualities: Body, Mind, Soul, Health, Energy, and combat values. Attributes are skills, powers, and abilities. Defects are disadvantages and limitations.
When you are given your char, the GM will assign you a certain number of points, normally 18/20 for a medium character. This means 18 stat points and 20 attribute points. The number of attribute points can be increased by purchasing defects. Although stat and attribute points are given separately, there are ways of transferring them using attributes and defects.
Stats
The stat portion of the procedure is excessively simple. The points are divided between the three stats, Body, Mind, and Soul. No stat may be less than 1 or more than 12. To determine your Attack Combat Value or ACV, add the total of your stats and divide by 3, rounding down. The Defense Combat Value or DCV is two less than this (ACV-2). This would normally give an ACV of 6 and DCV of 4.
To determine your health, add up your Body and Soul and multiply by 5 (Health=[Body+Soul]x5). For your energy, total Mind and Soul and multiply by 5 (Energy=[Mind+Soul}x5).
A typical configuration would be Body: 6; Mind: 6; Soul: 6; ACV: 6; DCV: 4; Health: 60; Energy: 60.
Attributes
Attributes are a bit more complicated. The player chooses from the list of attributes, consulting the GM in cases of uncertainty. Each attribute has 6 levels, the cost per level varying from 1 to 4 points according to the utility of the attribute. Thus to purchase 6 levels of a 4 point attribute would cost 24 attribute points. Attributes define your powers and often affect the original stats. Notes list the attribute, the cost per level, the related stat (in case a stat check is needed) and any necessary addenda.
Absorption: 4 pts/lvl, Body. A type of shield wherein the damage blocked is absorbed by the shielding char and stored. It may be added (once) to his own damage value in a later round. The char must pay energy for his own attack and for the shield, but not for the absorbed damage. Any damage that gets through the shield is assessed normally. Absorb is an attack action, like shield. Its defense is 5 damage per level, and it costs 5 energy per level to use.
Acrobatics: 1 pt/lvl; Body (lvl 4&5 +1 to DCV; lvl 6 +2)
Appearance:: 1 pt/lvl, Body (lvl 4 +1 to Art of Distraction, lvl 5 +2, lvl 6 +3)
Art of Distraction: 1 pt/lvl, Soul. The ability to distract, mislead, or confuse.
Aura of Command: 1 pt/lvl, Soul. The ability to inspire others to sacrifice.
Combat Master: 2 pts/lvl, CV. +1 per level to both ACV and DCV.
Combined Attacks: 1 pt/lvl, Soul. Ability to coordinate attacks with allies OR to combine with others to use a special ability OR to channel combined power through a single senshi for a more powerful attack. Note that everyone participating in a combined attack must have this attribute.
Create Monster: 2 pts/lvl, Soul. An attack power costing 5 energy per level. The char can transform a human into some kind of monster. The attack hits normally and can be dodged, but shields, force fields, and armor do not help.
A 'weakened' person is one who is incapacitated, unconscious, under mind control, enslaved, or, as a result of possession or doomed destiny is vulnerable to such a fate. If a normal, unweakened person is transformed, he may turn on the creator. Any target may attempt to avoid transformation by making her Soul dieroll, but she must add the attacker's power level to her roll.
Damn Healthy: 1 pt/lvl. +10 to health per level purchased.
Energy Bonus: : 1 pt/lvl. +10 to energy per level purchased.
Energy Blast: 4 pts/lvl, ACV. The most common sort of attack, it involves projecting energy of various kinds from one's body or a power object. Each level of the attack costs 5 energy to use and inflicts 15 health damage.
An energy blast may have unusual abilities added, such as area effect, blinding, poisoned, stun only, or tangle. Each added ability is treated as another level.
An area attack automatically hits everyone in a given target area. A successful dodge dieroll merely halves the damage inflicted. A blinding attack creates darkness penalties to everyone in the affected area. A poisoned attack continues to inflict damage in succeeding rounds. A stun only attack never reduces a target below 0 health/unconsciousness and does no permanent harm. A tangle attack does both normal and 'tangle' damage. Only shield protects against tangle damage. If cumulative tangle damage exceeds total health, the target is entangled and must be freed. See BRCS for details.
Only the first attack has to be purchased at full cost. If a char has paid full cost for an attack, any other attack of equal level cost only 2 pts; any lesser attack only 1. For this purpose, drains, absorbs, and shields, but not forcefields, items of power, weapons, or martial arts, are considered energy attacks.
Energy Drain: 4 pts/lvl, ACV. A special attack that drains energy. Hits are assessed as normal. Absorb, Force Field, and Shield are effective defenses; armor and counterattack are not. The stolen energy may be used by the thief, stored for another purpose, or used to steal the victim's dream mirror or star seed. Energy Drain drains 10 energy per level and costs 5 energy per level per use.
Extra Attack: 4 pts/lvl. The char gains 1 extra attack action per round per level purchased. However, the extra attacks must be of the same type as the original attack (viz: energy blast, hand to hand, shield etc). Extra attacks that cost energy must be paid for.
Focused Combat: 1 pt/lvl, CV. The player gains +1 to ACV and DCV only when using a a particular weapon (or focus) or a certain type of combat (eg. energy blast, ranged weapon, hand to hand weapon, martial arts, unarmed).
Force Field: 4 pt/lvl, DCV. Each level of force field subtracts 10 from damage received and costs 5 energy per round. Unlike shields, force fields may be used freely and do not count as either attack or defense actions. A force field may be activated at any time.
Fortified Body: 1 pt/lvl. +1 to Body stat.
Health Drain: 4 pts/lvl, ACV. A special attack that drains health directly. Hits are assessed as normal. Absorb, Force Field, and Shield are effective defenses; armor and counterattack are not. The stolen health may be used to steal the victim's pure crystal heart. Health Drain drains 10 health per level and costs 5 energy per level per use.
Heightened Senses: 1 pt/lvl, Body. Can nullify darkness penalties and/or blinding.
Illusions: 1 pt/lvl, Mind. A mental type attack, costs 5 energy per level. The victim may contest the effect with a Mind vs Mind dieroll.
Item of Power: 1-2 pts/lvl. In general, an item of power costs 1/2 the build points of a regular power. Thus a 4 pt power costs 2 pts/lvl and a 2 pt power 1. Energy costs are the same, however. Note that an item of power, as opposed to a focused power, can be used by other chars. The defect 'Focus required' cannot be combined with items of power.
Included in this category are special weapons and armor (but see Mundane Weapons):
Martial Arts: 2 pts/lvl, ACV. Each level gives the char +1 ACV, +1 DCV, and +5 Damage only when using (or intending to use) a martial attack in a round. Martial attacks are hand to hand.
Massive Damage: 2 pts/lvl. Adds 5 to the damage of any normal attack used by the char (but not drains).
Mind Attack: 2 pts/lvl, Mind. A mental type attack, cost 5 energy pet level (plus the attacker's Mind stat). Can reduce the target's energy by 5 per level per hit. When the energy reaches zero, the target is unconscious or enslaved.
Mind Control: 2 pts/lvl, Mind. A mental type attack, costs 5 energy per level.. Can control large numbers of normal people or lesser numbers of senshi, depending on the total Minds of the targets and the degree of control.
Level |
Influence Only |
Partial Control |
Total Control |
Energy Cost |
1 |
5 |
|
|
5 |
2 |
25 |
5 |
|
10 |
3 |
50 |
25 |
5 |
15 |
4 |
250 |
50 |
25 |
20 |
5 |
500 |
250 |
50 |
25 |
6 |
1000 |
500 |
250 |
30 |
A person with a damage of 25 may reasonably expect to be able to control 5-10 normal people or 2-4 senshi. Of course he must hit them first!
Powerful Mind: 1 pt/lvl. Increases the Mind stat by 1.
Rejuvenation: 1 pt/lvl, Soul. No energy cost. Once per combat, the char may increase her health OR energy by 10 per level. The char forfeits her attack and defend attacks for the round. This power is normally limited.
Revivacation: 1 pt/lvl, Soul. Energy cost 5 per level.. The char may increase the health OR energy of any friend by 10 per level, once per friend per combat. A revived friend will not die, even if the aid is not enough to restore her to consciousness.
Shield: 3 pt/lvl, ACV. Each level subtracts 10 from damage received and costs 5 energy per round. Shield counts as an attack attack, and may be purchased with an EB group.
Speed: 1 pt/lvl, Body. Add 1 to initiative per level.
Strong Soul: 1 pt/lvl. Increases the Soul stat by 1.
Teleport: 1 pt/lvl, Soul. Costs 5 energy per level used.
Underlings: 1 pt/lvl. Char controls a number of DNPCs: guards, lackeys, or servants. An underling may NOT be of a higher power level than the char. Slain underlings are lost.
Special Powers: 1-4 pts/lvl. Consult GM for permission.
Sailor Life Support: enables the char to survive in airless space or freezing cold, and confers limited telepathy.
Miscellaneous and minor powers: 1 pt/lvl. Include such things as fly, telepathy, shape change, time travel, computation, clairvoyance.
Mundane Weapons and Objects: 1 pt will purchase any number of mundane objects. A mundane sword has a +10 damage, a shield a shield value of 5, and armor an armor value of 10.
Skills: 1 pt/lvl each. These include (but are not limited to)computers, cooking, disguise, driving, law, linguistics, medicine, music, performance, pilot, sleight of hand, sports, supernatural training, visual arts, and writing. Each level modifies the basic stat roll in its area by 1.
Defects
The purpose of defects is both to purchase extra attribute points and to create a better rounded char. Each defect has two levels and costs 1 or 2 Bonus Points, which can be added to your attribute points.
Ageism: 1 BP if char slightly younger, 2 if much younger.
Attack Restriction: 1 BP if the char has an attack has requires special gestures or words, 2 if both are required.
Awkward: 1 BP if clumsy; 2 BP if very clumsy (which is also -1 DCV).
Costly Power: 1 BP the char's powers cost 10 energy per level to use instead of 5. 2 BP they cost 15.
Dangerous Power: 1 BP if the char has a power that could prove fatal to use (eg. Silver Crystal); 2 BP if the power is invariably fatal to the user (Time Stop, Silence Glaive).
Delicate Body: 1 BP for -1 Body stat, 2 for 2.
Doomed Destiny: 1 BP if the char labors under constant ill-fortune, a grim past, a foreboding future; 2 BP if the char's grim fate is unavoidable.
Easily Distracted: 1 BP if the distraction is infrequent; 2 if frequent.
Empty Mind: 1 BP for -1 Mind stat, 2 for 2.
Fatal Flaw: 1 BP if the flaw inclines the char toward evil OR weakens his efficacy as a warrior (eg. Beryl's envy, Usagi's fecklessness); 2 BP if both (eg. Nephrite's arrogance). All chars must have at least 1 point of Fatal Flaw.
Focus Dependent: 1 BP if the char has a power that requires a focus; 2 BP if she has 2 or more such powers.
Hollow Soul: 1 BP for -1 Soul stat, 2 for 2.
Inept Combat: 1 BP for -1 to both ACV and DCV; 2 BP if -2.
Limited Power: 1 BP if the char has an attack that only works against certain targets, or at certain times, or under certain conditions, or certain places, or only once per combat. 2 BP if the char has 2 or more such powers.
Marked: 1 BP if mark easily concealable, 2 BP if difficult to conceal.
Phobia: 1 BP if minor or infrequent, 2 if major or frequent.
Physically Unappealing: 1 BP if mildly, 2 if highly.
Powered After Transformation: 1 BP if the char has a normal form with less than half of her attributes; 2 BP if the normal form has only 1 or 2 attributes.
Rejected by Society: 1 BP if shunned by peers; 2 BP if actively persecuted or wanted by the authorities.
Servitude: 1 BP if service is partial; 2 BP if servitude is total.
Special Requirement: refers to something the char needs or must do. 1 BP implies the requirement is either easily obtained or rarely needed, 2 BP that it is difficult and needed often.
Transformation Loss: 1 BP, char will revert to normal if she loses her will to fight; 2 BP in addition, she can be forced to revert by a trigger event.
Unique Defect: 1 BP if rare or minor, 2 if frequent or important.
Vice: 1 BP if unpopular, 2 if illegal.
Bonus Points
After hearing the concept and seeing the finished char, the GM gives the player 0-3 extra attribute points. Later, as a result of play, chars will earn experience points, which are spent the same way.
Character Building Example:
A player is given Sailor Pewter Fox, a minion of Galaxia, with a medium power level 18/20. Fox assesses her defects first. Her attack, 'Galactica Poison Arrow' requires both gestures and a shouted phrase (2 BP). She is in total servitude to Galaxia (2 BP). Her fatal flaw, cowardice, both induced her to join Galaxia AND hampers her efficacy as a villain (2 BP). As she had sacrificed her star seed, she requires Galaxia's star bracelets to survive (2 BP). Her new total is 18/28.
Second, she allocates her stat points. She sees herself as cunning, but weak-souled, so she chooses Body 6, Mind 8, Soul 4. Her Health is (6+4)x5=50. Her Energy is (8+4)x5=60. Her ACV is 6, her DCV 4.
She buys her 'Galactica Poison Arrow' as a level 2 energy blast (8 pts). She also buys a level 2 shield, which, as the second attack, costs only 2 pts. As she will be travelling between stars, she buys teleport at the 5th level (5 pts). Sailor Life Support costs 1 pt. Finally, she gets 1 level each of appearance, acrobatics, and speed (3 pts total).
She will also need several items of power. The first, a communicator, only costs 1 pt. The second is her pair of star bracelets. These keep her alive (1 pt). They also have a level 3 energy drain attack, with the note that the victim's star seed appears when he loses all his energy. Normally this would cost 12 points, but as an item it is only 6. Lastly, the bracelets can convert the victim into a medium power farce monster, a level 2 attack (1 pt).
8+2+5+1+3+1+1+6+1=28
The GM determines that Fox has an adequate rp concept and char, so he awards her 2 extra points. She buys 1 level each of Damn Healthy and Energy Bonus.
Sailor Pewter Fox
Body 6 |
Mind 8 |
Soul 4 |
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Health 60 |
Energy 70 |
ACV 6 |
DCV 4 |
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Poison Arrow |
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30 damage |
10 energy |
8 pts |
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Poison Shield |
|
20 defense |
10 energy |
2 pts |
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Sailor Teleport |
Level 5 |
25 energy |
5 pts |
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Life Support |
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1 pt |
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Appearance |
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1 pt |
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Acrobatics |
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1 pt |
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Speed |
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1 pt |
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Item:Communicator |
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1 pt |
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Item: Bracelets |
Special: chaos power |
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1 pt |
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Star Seed Steal |
30 Drain |
10 energy |
6 pt |
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Farce Create |
Level 2 |
10 energy |
1 pt |
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Attack Restrictions 2 BP |
Servitude to Galaxia 2 BPs |
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Fatal Flaw: Cowardice 2 BPs |
Require Star Bracelets 2 BPs |
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Bonus: 2 BPs |
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