Turn of the Century- 1900
PHYSICAL DEFENSE- is the equivalent to Armor Class in DnD/Pathfinder. In Turn of the Century 1900, player characters determine physical defense by adding 10+BODY+AGILITY+Armor and Shield bonuses (see COMBAT section for more details.) A typical Human only adds 8+ and has a Physical Defense of 12.
Note: Due to a lack of armor in the typical Turn of the Century 1900 game, heroes have a base 10 for their Physical Defense instead of 8. This is different than GRITTY fantasy rules.
MENTAL/POWER DEFENSE- replaces most power-based saving throws. The mystic rolls to hit, trying to beat the targets Mental/Power defense. This can also be used in some social situations as a simple way to resolve Diplomacy, Bureaucracy, or Streetwise actions, although these are usually resolved as opposed skill checks or passive skill defenses. In Turn of the Century 1900, player characters determine mental/power defense by adding 10+MIND+WILL+Misc. bonuses (see COMBAT section for more details.) A typical Human only adds 8+ and has a Mental/Power Defense of 12.
Note: Due to the overall weakness of mystic powers in the typical Turn of the Century 1900 game, heroes have a base 10 for their Mental/Power Defense instead of 8. This is different than GRITTY fantasy rules.
HIT POINTS- same as DnD/Pathfinder rules. It is determined by adding (BODY+WILL) X2.
• Characters recover a number of hit points equal to their Body Attribute each day they rest.
• Characters can only be healed by Powers or use of the Medic skill a number of Hit Points equal to twice their total hit points per day.
INITIATIVE- is a measure of how fast a character reacts in a dangerous situation. It determines the order in which characters act in a combat round.
CONSTITUTION DEFENSE- represents the character’s toughness to things other than direct physical damage. It is most often used to defend against poison or disease, but can also be used to determine how long a character can breathe under water, resist extreme temperatures, etc.(although these could also be a Survival roll) It is determined by adding 8+ (BODYX2)
HERO POINTS- represent plot currency. Players can spend experience to get more, or temporary ones can be awarded by the GM for exceptional game play. Hero Points typically refresh every game session. Starting characters have 3 Hero Points.
• Spend a Hero Point to roll 2 appropriate dice and take the highest.
• Spend a Hero Point to add 5 to any one skill/attack roll- must be before you know the result (if possible.)
• Spend a Hero Point after you roll to re-roll a die- must be before you know the result (if possible.)
• Spend a Hero Point to gain a number of Hit Points equal to your (Body+Will)/2 round up. These Hit Points count against your total of HPx2 for the day.
• Spend a Hero Point to ignore a hit- must be before damage is rolled.
• Spend a Hero Point to effect a minor change in the environment to your advantage- typically non-combat, but if it is in combat, must be before combat starts.
• Spend a Hero Point to use an Add for a Power that the character does not have for one casting of the Power (with GM’s approval.) The character must still roll to activate the power or roll to hit.
• Other as determined by GM and players.